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Author | Topic: New object distribution method
aktrekker Member Posts: 222 From:WA, USA Registered: Apr 2001 | posted 06-01-2001 06:16 PM How about a scripted program so you can distribute DXF files instead of entire wad files? The program would replace an existing object in the wad with your custom object (remember to backup) during install. It would make the downloads smaller. We could have libraries of objects, and just replace objects in wads with the new mesh and textures. You could just name the wad, the object slot, and the DXF/texture files. It would run without user interaction. Anyone up for this? IP: Logged
Elpasodude Member Posts: 1090 From: *~*~MARS*~*~ Registered: Apr 2001 | posted 06-01-2001 06:18 PM Good idea. ------------------ DOWNLOAD MY NEW LEVEL, THE ICE AGE!!! http://www.geocities.com/tomb_raider_levels/ IP: Logged
MichaelB Member Posts: 217 From: Registered: May 2000 | posted 06-01-2001 06:46 PM WONDERFUL idea!!! Pascal, where are you!!!??? ------------------ How can I be dead already? IP: Logged
DaleR Member Posts: 45 From: Registered: Mar 2001 | posted 06-01-2001 10:06 PM After having spent quite a bit of time creating objects and bringing them into levels, I'm afraid I don't see how you're going to assign the textures to the polygons? Especially when the wad contains the info on how the texture is to be rotated, flipped, and/or trimmed. If you figure this out, I'd be interested in the solution. IP: Logged
aktrekker Member Posts: 222 From:WA, USA Registered: Apr 2001 | posted 06-01-2001 10:29 PM The mapping information must be accessible, or you couldn't do things like changing a mesh, or even giving Lara long pants. If we work together, we should be able to handle it. That is why I previously asked for any info on the format of wad files. We should be able to figure this out. IP: Logged
MichaelB Member Posts: 217 From: Registered: May 2000 | posted 06-04-2001 07:18 PM *bump* Has anyone come up with a solution? IP: Logged
robbase Member Posts: 425 From:the other side of the puddle Registered: Mar 2001 | posted 06-04-2001 08:48 PM ah yeh stripix3 works great! ------------------ Tools, Custom wads, Audio/Vidio, TRLE. Real time on line help! IP: Logged
aktrekker Member Posts: 222 From:WA, USA Registered: Apr 2001 | posted 06-04-2001 09:40 PM But could it be made to work in batch mode, maybe with a script? Then you could build a wad when you install the map. IP: Logged
psiko Member Posts: 454 From:Rome Registered: Mar 2001 | posted 06-05-2001 02:41 AM who will tell which object to substitute in the wad? and what about the collision info?.... ------------------ | |--->> psiko <<---| | IP: Logged
aktrekker Member Posts: 222 From:WA, USA Registered: Apr 2001 | posted 06-05-2001 01:46 PM You start with a basic wad containing things you always want. You, as the map builder, decide what objects you want. You write a simple text file telling what objects you add to the basic wad. The when someone installs your map, the install program adds those objects to the basic wad, creating the final wad for your game. That way, everyone downloads the basic wad ONE TIME. You send out textures and meshes with your map. The basic wad is copied, and the new objects added. If the collision info is in the wad, and is being used now, we should be able to export it in some custom format for this utility to handle. IP: Logged
psiko Member Posts: 454 From:Rome Registered: Mar 2001 | posted 06-05-2001 02:49 PM aktrekker, have you really edited a personal working wad? cause there are many difficulties in what you are trying to make it work.... as a level designer, you cannot decide which object to substitute with so much simpleness: every object you substitute has particular specifics: and collision information, which remains in the new objects if you don't change them: if you change a column with a chair, the chair will have the collision info of the column: and then you HAVE TO KNOW the name of the textures couse the layers of the meshes of the DXF file must be with the same name.... All of this only to avoid 4 MB of download? and you will have the wad completely working since the beginning..... and can edit it as you want.... ------------------ | |--->> psiko <<---| | IP: Logged
psiko Member Posts: 454 From:Rome Registered: Mar 2001 | posted 06-05-2001 02:59 PM well, a solution can be this: exchanging directly DXF files with only the few textures which render it, naming the layers of the meshes with the name of the few texture you included. Then, editing the wad, you import the textures in the wad you prefer, substituting some original textures with the ones you downloaded. Then, come back to a cad program and change the name of the layers with the new names of the texture just imported in the wad. Then import the dxf file, which now is textured with the right textures. But well... it is still a little bit hard to understand which object to substitute (if we don't understand how the collision info works). ------------------ | |--->> psiko <<---| | IP: Logged

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