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Messages - rob

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Support / Level file format - final ?
« on: November 24, 2003, 05:36:28 am »
> I'm not quite sure what you mean with "level-format"
We were looking for something that we could design levels with and then just use in the engine (like .map or .wads). From what we could tell 3ds is more of a modeling format, but since I wrote this I found that you can use the Valve Hammer editor export to dxf and then using a program called crossroads we can save it into a 3ds format that seems to work for a level editor. So it was our confusion.

> What exactly do you have in mind? Using an int[](byte[])-array from an
> instance of your Image-object as a texture instead of loading it from
> somewhere else?
Yes, something like that. We have/had a simple doom engine port that we were going to use for our levels (http://ruinworld.sf.net), but its just not quite working out.  The way the we are using textures now makes it rather fast (albeit they look kind of bad).  Another method we were thinking about using is loading pre made (serialized) texture objects instead of loading jpg and turning them into textures. Also we were thinking evenuatlly we would like to manipulate the textures on a pixel level.

Anyway, we are just trying to find something that will help us get the game built faster instead of f**king about with the engine - which we seem to suck at and you do not :)

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Support / Level file format - final ?
« on: November 03, 2003, 12:24:59 am »
I am thinking about using jPCT for a project I am working on, but I have a couple questions.
First, there are a lot of Loaders for model files, is there any built in support for level files - or just the XML format? What was used to build the demos?
Second, It seems almost every thing is "Final" in the engine and we can't extend anything (for example we have a byte array memory image, but can not make a texture out of it) is that for speed and never going to change?

This is a dope engine btw - I am amazed at how well it works - thanks for putting it out there :)

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