Taste It... It's Technical
Moderators: Master_Kale, TNM Team
- ZeroPresence
- The Nameless Mod
- Posts: 618
- Joined: Mon Oct 17, 2005 7:29 pm
- Location: Florida, USA
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- Illuminati
- Posts: 3441
- Joined: Tue Oct 18, 2005 3:57 am
- Location: Adelaide, South Australia
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- Illuminati
- Posts: 3441
- Joined: Tue Oct 18, 2005 3:57 am
- Location: Adelaide, South Australia
- Contact:
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- Illuminati
- Posts: 3441
- Joined: Tue Oct 18, 2005 3:57 am
- Location: Adelaide, South Australia
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Well, I've got the world interaction system working perfectly, using a BSP tree for collisions (not renderng ). So, right now, I can walk around, walk into walls, jump, crouch, climb up stairs, all that stuff. Next up is getting meshes ingame. Does anyone have any idea where DX stores the meshes for people/objects/potted plants?
Im not going to post much here, so if you want to see the latest screenshots/news of my engine, check out my blog. http://cadefr.blogspot.com
Im not going to post much here, so if you want to see the latest screenshots/news of my engine, check out my blog. http://cadefr.blogspot.com
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- Illuminati
- Posts: 3441
- Joined: Tue Oct 18, 2005 3:57 am
- Location: Adelaide, South Australia
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Well, now loading MilkShape 3D files works. I've managed to load in all the deus ex decorations and stuff into my engine. Next up, probably some sort of lighting & shadow mapping test in my model viewer.
Keep in mind, the direction I'm going in, means I am not going to remake Deus Ex. I might convert some maps into my engine's format, but that is about it. My engine is also no longer using .t3d as its native format, but it can use .t3d map files, without bump mapping, specular mapping and parallax mapping as Deus Ex maps only contain textures. I'm also going to use 2 seperate t3ds to build a map, one containing textured geometry and another of the exported map, containing classes (such as lights, potted plants, etc) and their properties.
This stuff, will all be combined into one playable map.
Keep in mind, the direction I'm going in, means I am not going to remake Deus Ex. I might convert some maps into my engine's format, but that is about it. My engine is also no longer using .t3d as its native format, but it can use .t3d map files, without bump mapping, specular mapping and parallax mapping as Deus Ex maps only contain textures. I'm also going to use 2 seperate t3ds to build a map, one containing textured geometry and another of the exported map, containing classes (such as lights, potted plants, etc) and their properties.
This stuff, will all be combined into one playable map.
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- Illuminati
- Posts: 3441
- Joined: Tue Oct 18, 2005 3:57 am
- Location: Adelaide, South Australia
- Contact: