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TOO FUCKING 'ARD (Unreal format)

Name: Anonymous 2023-08-20 19:54

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/chaosesqueanthology/ ) (darkplaces fork)

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.

Name: Anonymous 2023-08-29 22:59

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

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)
[url]https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/fcdf/attachment/darkplaces_workingon_aug19_2023.zip[/url]


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.

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