codereader on 23/12/2008 at 18:10
Quote Posted by muncadunc
Would it be realistically possible to write a tool that would take the BSP out of a Thief level and convert it to basic geometry that DarkRadiant could read?
Without looking at Dark Engine's map format, I think it's possible, but at the same time I highly doubt that the result will be very usable. It's not enough to slap those brushes together, such that the level looks similar. The level must not leak, compile fine and the faces should be properly grid-aligned. And then there's the texturing - I think people are probably better off just creating the geometry from scratch, which is not that scary a thought. You can build your geometry pretty quickly with DarkRadiant.
ZylonBane on 23/12/2008 at 18:23
Quote Posted by Schwaa2
It a lantern bot. It walks around and shines lights in dark corners
Then makes a steam whistle sound if it sees you. :ebil:
Kind of reminds me, in a very general way, of the (
http://www.girlgeniusonline.com/comic.php?date=20030307) Search Engine from Girl Genius.
Schwaa2 on 23/12/2008 at 18:42
Ha, nice. That's actually a pretty cool pic. Lots of cool little things in it.
----------
@muncadunc,
It probably would just be easier to learn Dark Radiant. I think the biggest challenge is just getting the controls/keys down. Once you've used it a little bit it's actually quite easy to use.
And probably easier for alot of people based on the fact that it's additive geometry. Always seemed like the subrtactive geo of Dark was a challenge for some people.
However, Thief level should always be sealed if they were converted over. After all they are built in solid so there are no leaks to begin with.
There's always a possibility that the author would need to build a surrounding though.
But that's easy to do and you can still still all the geo in editor even if you have a leak, and the point file will show where the leak is.
Along lines of conversion there are tools for converting Quake files and whatnot. I also know quite awhile back someone had converted levels into Unreal (?). The main issues dealt with weird things like water, evaporate brushes I believe.
bikerdude on 23/12/2008 at 23:10
this comic strip is brilliant, Ive been reading now for the past few hours...
Springheel on 24/12/2008 at 00:55
Quote:
Would it be realistically possible to write a tool that would take the BSP out of a Thief level and convert it to basic geometry that DarkRadiant could read?
Yes, this was actually done at one point just to see if it was possible. I'm not sure how it was done, but I remember seeing a giant model that is basically the Bafford's map. I'm pretty sure I still have it somewhere.
sNeaksieGarrett on 24/12/2008 at 07:37
For the benefit of Neb (and anyone else) who is curious about the St. Lucia demo and can't play it for whatever reason, I will upload some clips. Yeah, springheel, that was pretty bad. (sorry, but you asked for it!:p ) I used fraps FULL version. :)
Anyway, first one so far is the intro cutscene (sorry for crappy quality, the original fraps file was over a gig in size, and it was even in half-size mode!) before you actually play:
(
http://www.youtube.com/watch?v=yrGxoi3LSGg)
By the way, springheel: You can set fraps to record with or without audio, and full size or half size. At half size, the files are considerably smaller, as I have compared two doom 3 clips, one with full resolution and one with half resolution. As you can see, the video I uploaded was at half resolution, 400 x 300 (game was running in 800 x 600 mode) - This also translates to framerate while recording with fraps: With "half size mode" I gained a few more frames per second than with "full size mode."
offtopic:
For anyone wondering why fraps makes such large files (and also makes games lag a tad bit)... well here's an excerpt from the fraps help html:
Quote:
The filesize is big because there isn’t enough time to encode the movie while the game is running. The movie frames are slightly compressed, but still require a large amount of disk space due to the high resolutions. Once you have finished capturing you should convert the saved AVI into one of the popular compressed movie formats such as mpeg or divx. Recommended programs for doing this are tmpgenc (Tsunami Mpeg Encoder), and VirtualDub.
Neb on 24/12/2008 at 08:44
Quote Posted by New Horizon
Bloom was implemented as a side project by one of our members. We don't support it officially, but it's available. :)
I don't think you'll find much support for special shader effects amongst the team. Our approach is to avoid sfx and focus on a simple, minimal approach to the visuals.
Maybe my expectations are really out of touch, but judging by some of the screenshots, The Dark Mod looks utterly brilliant. I don't see why it would need to cake on more makeup.
Quote Posted by Springheel
Yes, this was actually done at one point just to see if it was possible. I'm not sure how it was done, but I remember seeing a giant model that is basically the Bafford's map. I'm pretty sure I still have it somewhere.
Which leads me to the question: Would it be possible to create Thief II missions in Dark Radiant?
I read about that exploit on The Dark Mod forums. :cheeky:
Quote Posted by sNeaksieGarrett
For the benefit of Neb (and anyone else) who is curious about the St. Lucia demo and can't play it for whatever reason, I will upload some clips.
:thumb: Thank you Mr. sNeaksie.
SubJeff on 24/12/2008 at 09:32
Quote Posted by Neb
Which leads me to the question: Would it be possible to create Thief II missions in Dark Radiant?
Of course you will be able to re-map/build them, but if you mean some sort of conversion application I don't really see the point. You might as well start from scratch and tinker as you go to make use of The Dark Mod assets and extras.