Cool.
I planned to do the same with Duke Nukem 3D. I even have code that loads maps and renders in 2D. May be some day . If I re-start the project, can I ask for your help?
Cool.
I planned to do the same with Duke Nukem 3D. I even have code that loads maps and renders in 2D. May be some day . If I re-start the project, can I ask for your help?
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Very cool stuff
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
Nice mate
Thanks for sharing!!
cheers,
Paul
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Yes, of cource. Are you planning to recreate the game in a new basis (using only the grp data file) or converting the build engine source from C to Pascal?
By the way, I had made a 3d map viewer for Duke3D a long ago (http://www.geocities.ws/jimmyvalavan...ukeviewer.html) .
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Same here. Some time ago tried to play around with build engine source but it was difficult to understand, so never tried to convert it to Pascal. I think I can resurrect some portions of Duke Viewer source code, at least the main loader functions, I'll let you known.
I have no problems with loading. I have a program that loads maps and renders in a "build editor". Problem is rendering. I found a paper somebody wrote that analysed how the algorithm worked and I planed to use that information to re-build the algorithm. Problem is that the algorithm works with 2.5D but not with actual 3D (or not 6DOF).
Anyway I have no time now. Too much projects.
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This is the source code of DukeViewer: https://www.dropbox.com/s/lsfexp3gus...r_src.zip?dl=0
The source code is propably incomplete, but the main Loader functions, as well as the base of the rendering engine are there.
As far as I can remember, it uses some custom components (not critical). The point of interest is function GetDuke3DMapData() at Duke3DUtils.pas. This function reads a map and feeds the 3d Engine with data (polygons). The texture reading is at TD3DScene.CacheDuke3DTextures() function inside surfaces.pas.
Thanks. I'll take a look.
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