๐งต Programming
Anonymous at Sun, 20 Aug 2023 20:51:07 UTC No. 955766
Would there be any possibility of using this ( sourceforge.net/projects/ushock/ ) to somehow get unreal levels to load on our opensource engine (It's in C, but it's very C++ like)? ( sourceforge.net/projects/chaosesque
I looked at the code and it looks insane daunting (your viewer), how did you make it?
In our engine one just goes to model_brush.c adds a file handler, and then model_shared and points to that handler. But this one is so involved.
It's like wheels within wheels and we'd never beable to ever adapt it. :(
Since we don't have it in our head.
The best we were able to do recently is get obj files working as proper maps.
--
https://sourceforge.net/p/ushock/di
(2mb, our source code (GPL))
./make nexuiz
./nexuiz -xonotic
Anonymous at Sun, 20 Aug 2023 20:51:41 UTC No. 955767
I used to be an Unreal97 / UT99 mapper. So I'm interested.
Right now we can open as maps:
Quake3, Quake1 (both built in to regular dp)
Wolfenstine:Enemy Territory (and TrueCombatElite) (added by us)
obj_from_mc obj_from_bz (object files exported from minetest (opensource block game), and bzflag) (obj_from_mc can be used for any .obj export form any 3d editor: so you can map on any 3d program you want to)
We would like to do .unr too...
Anonymous at Sun, 20 Aug 2023 20:53:00 UTC No. 955768
(our source code) when we edit the source code , to add a new model format, we just can edit:
model_shared.c model_brush.c
The file handler/loader code is put in model_brush.c (though some people when they make new file handlers make their own model_x.c file), and the code to tell it to go look there is put in model_shared.c
Ex: in model_shared.c there is on line 568
if (!strcasecmp(FS_FileExtension(mod->
And in model_brush.c there is the corrisponding on line 7524:
> void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
> {
> const char *textbase = (char *)buffer, *text = textbase;
> char *s;
> ....
Anonymous at Sun, 20 Aug 2023 20:54:11 UTC No. 955769
We recently got obj model working as maps, including non-standard ones exported from bzflag.
(name them .obj_from_mc or .obj_from_bz (if from minetest (bsd licensed) or bzflag).
So adding new map formats is not impossible for us. We'd like to add unreal .unr map format.
(since we have original works in that format)
Anonymous at Sun, 20 Aug 2023 21:55:15 UTC No. 955772
Posting in an ebic MikeeUSA thread
Anonymous at Sun, 20 Aug 2023 22:06:23 UTC No. 955774
When you load an entire map as an .obj file in your engine, how many FPS do you get?
Anonymous at Sat, 26 Aug 2023 11:04:45 UTC No. 956272
>>955774
>When you load an entire map as an .obj file in your engine, how many FPS do you get?
60. On integrated intel.
Were you trying to be snarky?
For some reason obj is fast.
Anonymous at Sat, 26 Aug 2023 12:09:27 UTC No. 956274
>>956272
If your engine can handle raw geometry without acceleration structures, then why bother?
The complexity of older map formats is due to the fact that they embed acceleration structures such as BSP trees.