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27-06-2003 |
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My first GalCiv util, it's a more advanced ship rotating utility than the Stellar Frontier one. It's features are :
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Accept JPEG, PNG, TGA, PCX and
BMP files as input
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Output the result to PNG, TGA,
PCX and BMP.
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Background color auto detection
for filling the spaces left by the rotation. Of course you can
still set a color of your choice.
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Remembers your settings for
directory, frame number and save options.
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Like the SF util, you can also
set the number of frames for your animations.
Download here
That said, I'm still working on my 3d TA program. It's just nice to not be doing it ALL the time, instead I work on it a little bit, then switch to GalCiv for a while etc.
-Dark Rain
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22-06-2003 |
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I've started playing Galactic Civilization and I must say it kick ass. I'm mentioning this because I just couldn’t resist participating in the modding community. Since it's a fairly new game there's lots of opportunities for the daring programmer to make his mark (the daring programmer, that's me btw ^_^). I started with the basics, which mean hacking the game file formats. I'm done with the pear library format (that's their hpi equivalent) and the palette format in it. I'm working on the SPR1 format (gaf files) and the multiple save game files to make possible a scenario/map editor.
On another note, I've also hacked the .stuff file format for Eve : The second Genesis and I was well onto my way to finish hacking the format for their 3d objects but the beta ended and I was short on cash to register and it didn’t offer enough for me. That being said, it's still a good game. I didn’t post it because there was a NDA and I sort of forgot to post it when the NDA was lifted.
Anyway, go check it out, they're in their own section in the sidebar menu.
-Dark Rain
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11-06-2003 |
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Another screenshot, I got the multiple texture layers working, sphere mapping + basic texturing. Add, delete is working etc. I could probably add some other stuff but this should be enough for the current stage of the developpement of my game.
-Dark Rain
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10-06-2003 |
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Well, I finaly got most of my "3d editor" working. It's mainly a program to import milkshape 3d files to my 3d engine file format, the .3d format (how original ^_^). It support adding texture layers to a mesh, environment mapped textures and later on a bump map. Of course it support opening and saving .3d files and later on I'll add support for plugins if there's a demand but, that's in the far off future!
-Dark Rain
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04-06-2003 |
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Ok, the TNT document has already been updated, he's found a feature index he forgot and one that seems to be undocumented even in Kinboat map editor. The feature index is 0xFFFE, so if anyone can help clear this up, it would be really helpful.
-Dark Rain
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02-06-2003 |
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Update! me22 decyphered the missing parts of the TNT file format while working on his new 3d tnt renderer and he was kind enough to write it down for us ^_^. I've put it up in file format section and I'll provide a link to his program one he's done working on it.
-Dark Rain
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21-05-2003 |
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Well, as I tought, I restarted work on my 3d engine framework. I restarted from the ground up this summer, mainly because I had ideas about how to improve it and it's fairly fast redoing all that stuff now that I know how it works. I've got a really killer design for the render design, this summer, software design is king ^_^. Oh yeah, here are a two screenshots of tests I ran to check if the render objects were working well plus I wanted to prove to some people that just rendering a heightmap with no LOD and one texture was dead easy ^_^
-Dark Rain
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16-03-2003 |
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No, no this website isnt dead, in fact I had a pretty cool release that would've been ready in a couple of days. Sadly it turned out to be a pretty bad case of crash and burn as far as projects go. I thought I had a way of making TA maps much, much more smaller than they are right now and they would've been self contained, like a zip file not like the SY map compression utility. Welllll obviously it didnt work out too well since I'm typing this ^_^. What happened is that I hadnt realized that zipped bmp files were about just as small as png files, zipped or not. TA maps are just that, huge uncompressed bitmaps. I thought compressing them to png would give me a much smaller file but as it turned out, compressing a 1mb ta map ufo to png saves about 100-200k. Nothing worth speaking of, so I guess I'll have to can it ;(.
Dont know what's next, I'll probably resume work on my 3d game engine.
-Dark Rain
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27-11-2002 |
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I just added
a new file to the file format section, it contains the memory
adresses to customise your Totala.exe. It includes how to add
additional races plus other nifty stuff like unit limit and file
extensions. Vital stuff for any mod maker out there.
Click
here to view it.
-Dark Rain
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20-11-2002 |
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New
version of the plugin :
There's a new
version of the plugin available, it fixes a small bug, which
should make it work on win98 machines now. I also included a
REAL help file this time, with the plugin. Gives more details on
how to use it.
Also, I put the TA textures up for download
because some people told me they had a hard time figuring how to
get them. Click here to get them or go to the utilities
sections.
Source code uploaded :
I also uploaded all the TA source code I
scrounged along the years since most of it is almost impossible
to find today. Here's the list :
- Kinboat Source : 3do builder, annihilator,
Cob Builder, GAF Builder, TA unit Manager, exemple for using
JoeD-HPI dll and the TA format files (Some files are missing
or outdated when compared to this site repository but it's
still a nice reference).
- JoeD source :
Other fun stuff :HPI util source, HPI viewer source. (I
know there's some missing stuf but I didnt download it back then when
it was still available).
This is also all in the utilities sections.
Other fun stuff :
Project 1 : In addition to the
animation plugin, I've started making a gaf utilities dll, which
will lead to Gaf Edit, my version of Gaf Builder. No load time,
no stupid gaf files that get corrupted for no reasons whatsoever.
Project 2 : I'm working on a program to
compress map files. Unlike the SY program, it's self contained,
meaning that you dont need the tiles on your computer. In short,
it'll work exactly like a zip file, except for TA maps. I plan
to extend this to a couple of TA formats, to create a kind of TC
compression program. It would be really great for TA races that
are so farking huge downloads if you ask me. I'm guessing I can
attain at least 3/4 the size with lossless compression and 1/2
or 1/4 the size with lossy compression. I'll have to run more
serious tests but so far it looks promising. Betcha TAMEC HD and
bandwith bill will love it :P.
Project 3 : The biggest one yet, I came
up with a scheme to enable polygon shaders (yes polygons) and
pixel shaders in TA units. They'll be reachable throught a
effect browser that will be plugin aware for 3rd party add on.
Any 3d programmer that worked a bit with shaders can understand
that it's a really, really powerful feature. It would enable
mind blowing effects for TA.
Project 4 : Well with the gaf util dll,
the GUI editor is on the table again but it's not that high on
my priorities list ie : it isnt fun to do! ^_^.
Well that's that for my projects list. If any
programmer with some C++ or VB skills want to help it would be
really great because I wont be finished before TA 2 comes it,
since it seems I'm coming up with new concepts faster then I can
apply them. Note : I can work with VB but it would be kinda
akward since all my code base for TA stuff is in C++ now.
-Dark Rain
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15-11-2002 |
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I monkeyed
around a bit with the commongui.gaf . It used to be impossible
to edit, but there's a workaround. I used the trick C_A_P gave
me for TA:K gaf files having a similar problem. It mainly
involves extracting all the data and re saving it with Gaf
Builder so that it's in a format it likes. It would seem that
this was caused by compressed sequences and NOT by commongui.gaf
being a large file. For those interested in how it works, here's
a link to
C_A_P explanation, browse down to the section called
"GafBuilder Pro 2.5 and less".
I put up a copy of my result in the utilities section. It works at 90% but there's a slight problem with in
game build menus. It would seem compressed sequences react
differently than uncompressed and so the offsets are bit off. I'll
have to correct them manualy but in the meantime it's a pretty
cool file to have since it gives you a template for skin
creation.
Click
here to download the new commongui.gaf
-Dark Rain
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11-11-2002 |
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I just
finished a tutorial : Easy Build Picture & Eye Candy.
It describes how to easily do build pictures and eye candy
without any rendering package like Lightwave or 3ds max, with
the use of my 3do to MS3D plugin. Once you understand the
process, it takes about 10 minutes from start to the final
result for simple build pictures. Unit makers who suffered from
poor renders for their build pictures will be able to correct
that easily ^_^.
-Dark Rain
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7-11-2002 |
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Looks like
I'm incredibly productive lately, I just finished another
project ^_^. Too bad no one will give a damn about this one. I
updated the old .3do format description done by Dan Melchione in
1998. There was some missing information and unconfirmed stuff
so I just added it from what I learnt doing the plugin.
Click
here to view the new file.
-Dark Rain
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7-11-2002 |
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New
version of the plugin,
1.0b (yes it's out of alpha). I fixed a
couple of bugs :
-=Version 1.0b=-
Bug fixes :
-Tidied up the code a bit
-When you typed the path to a file or
directory instead of using the browse
option, that path wasnt used.
-When there wasnt ONLY .gaf in the
directory, it crashed.
Click
here to download the new dll (other links updated too).
-Dark Rain
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5-11-2002 |
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Well,
surprise, surprise, the importer had bugs I couldnt detect by
using only 3 machines all running win2k to do my tests. I fixed
a couple of things and I hope this will solve the problem some
people have been experiencing. I need more feedback because so
far I only have one case where it doesnt work and it's on XP. I
need to know if it's all XP user and if it doesnt work for 9x
users too. I updated the .dll anyway, and there's no crash bug
anymore, at least for me.
Donwload
the new dll here (other links updated too).
-Dark Rain
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4-11-2002 |
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3do to MS3d importer
Can't render easily those beautiful build pic
for your units because the SY plugin for 3do files is only for
3d studio max and not YOUR favorite modeling package? Well this little
plugin here is the solution to all your problems and more!
It allows you to
import a .3do unit to Milkshape 3d with full texture and
full bone structure, ready for animation or rendering. It will also make you more popular with girls. (Note : results may vary)
"But Dark
Rain" you ask, "how is this different from the 3ds max gig?".
It's simple, Milkshape 3d is very cheap, only 20.00$, it's also
a very small download (3mb) and you can export or import to or
from pretty much any format out
there, which allows you to use your favorite rendering package, here's the list :
Format | Import | Export | 3rd party |
Half-Life SMD | Yes | Yes | |
Half-Life MDL | Decompile Only | Yes (Compile) | |
Quake MDL | | Yes (Compile) | |
Quake II MD2 | Yes | Yes | |
Quake III: Arena MD3 | Yes | Yes | |
Unreal/UT Engine 3D | Yes | Yes | |
Unreal/UT Engine Skeletal Mesh PSK | Yes | Yes | |
Vampire: the Masquerade NOD | Yes | Yes | |
Genesis3D 1.0 BDY | Yes | Yes | |
Genesis3D 1.0 MOT | Yes | Yes | |
Genesis3D 1.0 ACT | Decompile Only | | |
Serious Sam MDL | Yes | | |
Serious Sam LWO/SCR | | Yes | |
Max Payne KF2 | Yes | Yes | |
Max Payne KFS | Yes | Yes | |
Max Payne SKD | Yes | Yes | |
The Sims SKN | Yes | Yes | |
Wavefront OBJ | Yes | Yes | |
3D Studio ASC | Yes | Yes | |
LightWave LOW | Yes | Yes | |
LightWave 6.5x LOW | | Yes | |
AutoCAD DXF | Yes | Yes | |
POV-Ray INC | | Yes | |
VRML1 WRL | | Yes | |
VRML97 WRL | | Yes | Yes |
Autodesk 3DS | Yes | Yes | |
RAW Triangles | Yes | Yes | |
RenderMan RIB | | Yes | |
Lithtech ABC v11, v12 (NOLF) | Yes | Yes | |
Lithium UnWrapper | Yes | | |
Playstation TMD | Yes | | Yes |
BioVision Motion Capture BVH | Yes | | Yes |
Nebula Script | | Yes | Yes |
Jedi Knight 3DO | | Yes | Yes |
GenEdit 3DT | | Yes | Yes |
DirectX 8.0 | | Yes | Yes |
DirectX 8.0 (JT) | | Yes | Yes |
Here are some exemple of build pics
made by Grumble with the help of this plugin and Lightwave 7.5
:
Plugin Interface :
Donwload
here Download source
here
Milkshape 3d official homepage is : http://www.swissquake.ch/chumbalum-soft/ Note
: there's a 30 day free trial
Note on bugs :
I know of one and only one unit that crashed my plugin and it's not
even a released unit so it's hard to find what the problem is. IF this
happens to you, you can still import the geometry and the bones if you
uncheck the material check box since the problem is in the gaf
importing code. It can be useful if you want to do some animation with
the model but it's crashing.
Coming soon :
An animation plugin for
MS3D, it's the same idea as Servo, except this one doesnt crash or
wont be as buggy since its integrated in MS3D. It should be ready in a
week or two, as soon as I have time to start on it.
-Dark Rain
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11-10-2002 |
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Well,
this website isnt dead even if the last update was a couple of
months ago. It was mostly a mix of lack of project and lack of
password/username for the FTP that caused this ^_^.
At any rate, there's tons of
new material coming, first, I'm doing the interface for the
ST:TA conversion. I just started today and I think I had some
pretty decent results even if I'm not an artist!
Another project that should bear
fruits soon, is a surprise ^_^. I'll just say that it will be
pretty handy for modelers and soon after that for scripters
doing complex animations.
-Dark Rain
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13-01-2002 |
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At
last, I've moved my ass and finished writting down my findings
about the TA:K GUI file format. Mostly because KhalvKalash told
me how to get around the bug in scriptor that prevented
conversion of TA scripts to TA:K and so finishing the document
actualy served a purpose. Now the conversion can proceed in full
swing again weeeeeee!
I should post another TA:K
document shortly for new and old TA:K developpers about all the
bug I found and the fixes to them. Some new that werent found
before and some that didnt have a fix beside hex editing ^_^.
Get it here :
TA:K
GUI.txt
UPDATE :
The FAQ file that allows you to fix the scripts, Gaf builder bugs
etc is ready, get it here : FAQ.txt
-Dark Rain
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27-10-2001 |
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Well
Multi Dump 3.0 is released and it's acutaly useful this time
^_^. Here's the short a short description :
Multi Dump... mmm sounds like yet
another HPI program™ *yawn*. Well you ARE correct ^_^. On the
other hand, while it still does the same thing as the other HPI
programs, it allow you to do it on a larger scale. For example,
say you want to take all the hpi, ufo, gp3 etc in your TA
directory and uncompress them into a directory. You open HPI
view, open the first file, dump it, wait, close it, open a new
file etc etc.
With multi dump, you only have to target the directory
where the HPI, GP3 etc are and select the target directory for dumping
and you're set.
Of course this isnt all ^_^. The
main new feature of multi dump, is that it allow you to combine
multiple archive into one in a single operation. Let's say you
just downloaded Merciless Creations unit pack for TA (a very
good one btw). Well whooops there's like 20 files into the
"pack". Have fun enabling and disabling them. Well no
you can just target the directory with all your MC files, and
have them recombined into a single file. Pretty handy.
As for the rumors about I having
done this just so I didnt have to recombine the MC pack by hand,
it's all lies! I swear! ^_^.
Download
here
Download
source here
-Dark Rain
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27-09-2001 |
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It's
been pretty calm on the graphic front lately, I've been doing a
lot of modifications to my engine framework. Mainly, I changed
the way some objects worked together, I had done a lot of sloppy
work and poor encapsulation to get things up and running faster.
I can already see some ppl
pointing out that it's what happen when you dont plan your code
and start coding right ahead. Well I must say I dont regret it,
I was only trying to experiment and learn how stuff worked and
the code I wrote for the particule engine, model etc was well
made, it's just the peripheral stuff like the memory manager and
texture manager etc that werent very well done. I wanted to
concentrate more on what I was doing rather than be distracted.
At any rate, I kinda like the
new scheme I came up for loading media data, it's pretty
flexible.
On another note, someone asked
me why the hell I was posting all this here, it's a TA utilities
website after all.... right? Well yes it was at first, but now
it's more of a developper diary then anything else. I like to
post here and look back on what I did, it gives me a sense of
perspective and if someone is interested in my experience all
the better ^_^.
-Dark Rain
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22-09-2001 |
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Well,
I got the particle engine polished, additive blending, sprites,
physics etc. Here's a screenshot of a proto torch fire I made in
2 mins :
Of course, it's much, much
more impresive when it's moving and actualy looks credible ^_^.
My next project is to simulate
an ocean along with my terrain engine. I'm trying to emulate the
work of these guys here.
Pretty damn impressive piece of work IMHO.
-Dark Rain
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18-09-2001 |
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TA
Profiler news : Well it looks like there was a couple of bugs
regarding 3rd party maps. Slower is looking into it and said
he'll fix it someday ^_^.
On another note regarding TAP, I
released the source code. I completly forgot to do it after the
release, so here it is : Download.
Engine :
Well, as usual, I
completly, lied, I got sidetracked and did a particle engine
instead of implementing Inverted Kinematics. It was a one night
job that took a week. I always pushed back
doing it and only worked on it 20 mins at a time ^_^. So I guess I
can apologise to my imaginary audience :P
Screenshot will be avalaible
soon, for now I only have particles without sprites working so it
looks like a bunch of random pixels when it's not moving.
-Dark Rain
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14-09-2001 |
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There
has been a bit of confusion it seems about the screenshots I
posted on 11-09-2001. I did not retexture the krogoth, it's the
good ole CD texture job. The krogoth was rendered using my proto
engine which is nameless for the moment. The screenshot was just
to demonstrate the quality improvement in the renderer. Now on
to the "real" news ^_^.
Ah
well chrome mapping wasnt looking so good, kinda because my
chrome texture wasnt very good. At any rate, I had fun with the
effect by simulating an explosion reflection on the pyro. Not the
best looking because the explosion bmp was cheap (again) :
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A
pyro getting busy! |
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Large
explosion! |
Well what matter, is that I got multi
texturing to work with some environment mapping. I'm gonna do
some work with Inverted Kinematic (IK) next. I'll probably have
the krogoth do Kung Fu moves ^_^!
-Dark Rain
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11-09-2001 |
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I
just added Bilinear filtering/Trilinear Filtering with
Mipmapping and I must say the results are awesome! It shows a
fair bit in the still shots but it really shines when they're
moving ^_^. Here's a before/after screenshot of Mr K :
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(click to zoom)
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Next on the list is some speed optimisation that wont be
visible either on the screen or in the FPS (not enough poly to
strain my 3d card) but they'll be useful later. After that I'll
go for more eye candy, environment mapping, particle effects,
details mapping etc.
-Dark Rain
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10-09-2001 |
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Well,
textures are working again in my engine ^_^. I thought that
while I was completly rewritting my gaf libraries, I might as
well make a basic texture manager. Lots of features to add, like
mip maps, enviroment mapping etc but it's going well. Here's a
screen shot from Mr K rendered and a golly with textures and lightning
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(click to zoom)
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(click to zoom)
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-Dark Rain
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08-09-2001 |
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As
you might've guessed by now, (for those who care) the release
wasnt only delayed by my having to write the docs ^_^. I'm not
trying to make up excuses, I'm just explaining what happened.
The truth is, that I found a very minor bug for Win98 machines
that would've taken a bit of work to iron out. Things being what
they are, I tend to really get totaly captivated by new projects.
So I didnt take the time to do it until tonight, because I
started a very interesting project with OpenGL before I found
out this one wasnt done. Well anyway, I gathered my courage and
stopped working on the new one to finish it ^_^.
You can get Ta Profiler HERE.
Props to Slower for the original idea and the program core.
In case you were wondering
what the hell I was doing here's a sneak peak :
Texture
isnt enabled in this shot because I'm currently modifying my
library that read gaf files.
-Dark Rain
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21-08-2001 |
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Well,
I finaly found the time to make a half decent layout. What's
more, Visual TA Profiler is officialy ready! I'm in the process
of the writting help files and after that it'll be done.
PS : Yes it's programmer art,
sue me I cant do better ^_^
-Dark Rain
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