gametechmods
Robot Arena => Modifications => Topic started by: Jadestone X on May 17, 2010, 04:35:44 PM
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O.P
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Description:
Bringing back as much as we (assuming i get a team) can back of RA1 into RA2.
Extra:
I noticed the comments and thought i did let this die fast im going to go through with this (assuming i get a team).
Team:
JadestoneX - TXT/GMF Editing
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cool. Can't wait.
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me neither
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canceled due to peoples dislike of this idea. (i needed a team and since no one wished to help i canceled it)
Proof that people here have no patience.
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canceled due to peoples dislike of this idea. (i needed a team and since no one wished to help i canceled it)
Proof that people here have no patience.
And 90 percent of newcomers announce a tourney/AI pack/Mod Pack/etc etc within a week of joining.
Less than 1 percent of them actually finish said projects.
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He waited a day before canning it, lol.
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Well actually i started an alternate idea and i wanted an excuse to can this one so i could release my new idea later.
P.S. From past experiences i wont be starting topics because when i announce something i never finish it but if i don't i finish it
so when i am done with stuff ill just make a release topic. Also since i cant finish projects when announce i wont be announcing
a finish date and i will release betas when i want to for mechanical warfare.
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he probbably cancled it because he found out he cant do it
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Bringing back as much as we (assuming i get a team) can back of RA1 into RA2.
Incidentally, bringing the Rodari-Shipka Battlezone into RA2 is one of the things on my RA-2-do list. (That's the asteroid arena in RA1.) Perhaps with low gravity to make things interesting (it's in space, after all).
But obviously it will have to wait until after BBEANS.
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Awesome. If i can get this up and running would you like to join the dev team Clickbeetle?
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Hehe. I could BE the dev team, since (correct me if I'm wrong) the only things you can port from RA1 into RA2 are the Keznorg IGC (which is done) and the Rodari-Shipka Battlezone. None of the other arenas or components are portable, because they don't have decompiled gmf's included with the game. The only reason the two arenas I mentioned are portable is because the game comes with both compiled and decompiled versions of the gmf, which makes it possible to convert the gmf's into a format that RA2 recognizes (done by hand) and re-compile them.
Now if somebody *cough*serge,buthealreadyhasalotonhisplate*cough* made a decompiler for the RA1 gmf's, that would be a different story... maybe. The amount of manual copy-paste labor involved in converting all those gmf's would be astronomical.
Note that if anyone else wants to take a crack at the Rodari-Shipka Battlezone while I'm busy with BBEANS, feel free. You just have to know your way around the gmf in Notepad, so you know what to delete and what to add or change to make it work in RA2. Also, you need to switch the Y and Z coordinates on everything, and also shrink everything by a factor of about 300, and possibly fix a few skins that don't transfer accurately.
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How hard is it to convert the decompiled gmf's?
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Firebeetle did all of that for the Keznorg IGC, but it didn't sound too difficult as long as you know what you're doing. The trickier part is, at least for the Keznorg IGC, hunting down the skins that don't work and fixing them. (There's still one skin that I couldn't fix in the final Keznorg release, but it's hard to notice.)
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Now if somebody *cough*serge,buthealreadyhasalotonhisplate*cough* made a decompiler for the RA1 gmf's
Write me up a quick spec on how the decompiled RA1 GMFs differ from RA2 GMFs, and I'll try to mash up some stuff in Python.
Also, 800th post lolololo
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Alright, I started working on making my decompiler compatible with RA1 GMF files. Here's a sample result as for now (still need to code up decompiling GMID_COLLISION_MESHes):
http://nginx.q3k.org/stuff/th1L1_txt.gmf (http://nginx.q3k.org/stuff/th1L1_txt.gmf)
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nice work serge
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Not tried yet, but if it works, it'll be amazing.
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Alright, the new version is available for download (link in my sig, as usual). I'll work on a version that automatically switches the Y and Z axis, and scales everything down by 300.
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Alright, I started working on making my decompiler compatible with RA1 GMF files. Here's a sample result as for now (still need to code up decompiling GMID_COLLISION_MESHes):
http://nginx.q3k.org/stuff/th1L1_txt.gmf (http://nginx.q3k.org/stuff/th1L1_txt.gmf)
Nice Serge, Hope you will help :)