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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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A new meintainance release (ver 2.0.3.705) is available.
Most notable new features/fixes since the base 2.0 release are:
- PascalScript can now access DLLs from inside pk3(zip) files. (or WAD files if using PK3ENTRY lump). Download an example here.
- Smooth freelooking. Now the engine does not ignore slight variations in mouse movement
- Added gl_no_glfinish_hack console variable to avoid with OpenGL slowdown on systems with Intel HD4000 and Windows 10 (default is True). More information can be found at intel communities forum.
- Support for PCX format external textures.
- Fixed alpha channel in TGA screenshots.
Download link at sourceforge
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