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.t3d format is wanted: It's ascii.Could help us?We did 2 other map formats allready.

Name: Anonymous 2023-08-29 23:02

Can you help us please? We gathered various resources there that describes the format and code, along with examples.
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/2fb2/attachment/boxsubtracted.t3d
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/2fb2/attachment/boxsubtractedandboxaddedsmall.t3d

This is our engine: it's a DP that can address up to 4 million entities, can load wolfenstine: enemy territory bsp maps, and can use obj files as maps (which lets you map in blender)
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/fcdf/attachment/darkplaces_workingon_aug19_2023.zip


Remeber: Darkplaces is Quake1. ID software and John Carmack's copyright is all over it, in the source code. It's our right to edit it.

Name: Anonymous 2023-08-30 0:15

>>95687235
Thanks for taking a look.
The project's discussion on it is here if this thread gets deleted: https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/

The vertex info for the .t3d file is loaded due to these 2 lines in:
void T3d_Attempt_Which_will_Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)

First commas are loaded as spaces instead (the t3d file seperates the X Y Z with a comma, where as obj did it with a space):
Line 9639
// parse the OBJ text now
for(;;)
{
static char emptyarg[1] = "";
if (!*text)
break;
linenumber++;
linelen = 0;
for (linelen = 0;text[linelen] && text[linelen] != '\r' && text[linelen] != '\n';linelen++) {
if(text[linelen] == ',') {
fprintf(stdout, "COOOOMMMMAAAAAHHHH\n");
line[linelen] = ' ';
} else {
line[linelen] = text[linelen];
}
}


As you can see it's very preliminary code.
Then later the vertex info is parsed and printed so it is known it actually was found and loaded:

line 9682
if (!strcmp(argv[0], "Vertex")) //if (!strcmp(argv[0], "v"))//
{

In .t3d vertexes are preceeded by the word Vertex instead of "v" (as in obj)

Here they are loaded in:
line 9723
v[numv*3+0] = atof(argv[1]);
v[numv*3+1] = atof(argv[2]);
v[numv*3+2] = atof(argv[3]);

fprintf(stdout, "Vertex %f ", v[numv*3+0]);
fprintf(stdout, "V_ %f ", v[numv*3+1]);
fprintf(stdout, "V__ %f\n", v[numv*3+2]);


and printed so it can be seen that they actually got properly into memory.

After that we got burnt out.

Name: Anonymous 2023-08-30 21:41

So /v/ come help implement .t3d format please:
http://sf.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/

The C source code is right here:
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/fcdf/attachment/darkplaces_workingon_aug19_2023.zip

It's a 2mb download.
The relevant code is in these additional files which have been changed (referenced in the thread):
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f936/attachment/model_brush.c
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f936/attachment/model_shared.c
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f936/attachment/model_shared.h

Specifically at the end of model_brush.c where
>void T3d_.....
which is where we got burnt out. It loads and prints the vertex information from, say, example .t3d files such as this:

>https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/2fb2/attachment/boxsubtracted.t3d
and this:
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/2fb2/attachment/boxsubtractedandboxaddedsmall.t3d


Opensource GPL project.
The benifits of adding this format is: to complete the trifecta.
We can allready import maps from
1) Radiant (BSP)
2) Blender (Obj_from_mc)
and also Minetest and BZflag.
If t3d was added UnrealEd would also then be possible.

Any map loadable gets the benefit of over 200 weapons, city generation, procedural routines, 50 spells, 30+ vehicles (up to 60 if you include the newer cars), and the ability to load in any other model that the engine supports.
Also you can address and network up to 4 million entities in this engine (we added that 2 years ago).
That's way more than others: and future proofs the work added to this engine.

>DO it yourself!
We allready did 2 map formats: we're burnt out.
We started on this one but are tired.
It's an opensource

Name: Anonymous 2023-08-30 21:42


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