Some Stalker images on Urho3D

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Владимир Побединский

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Jan 5, 2014, 11:23:29 AM1/5/14
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Victor Hugo Viana Santos

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Jan 5, 2014, 11:41:17 AM1/5/14
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Nice work!

Lasse Öörni

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Jan 5, 2014, 12:53:44 PM1/5/14
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Looking very nice. Are there any details you want to share about the conversion process? Is the performance good?

Владимир Побединский

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Jan 5, 2014, 1:25:04 PM1/5/14
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Step by step:
Extract game resources to folder.
Setup 3ds max path to textures.
Use plugin for 3ds max for import *.geom file from /level folder.

Each material have name of their texture.
I merge it and split to object with names - A01_Beton, A01_Metal, A01_Clotch ans so on.

Next I want ro use AO texture. I Unwrap every object for use AO texture and bake AO texture with mentalRay. For optimization I convert it to 8bit grayscale. Late I think to use 4-bit DDS format with dithering.

It increate batches count, but I think to optimize it (for far objects use simple material)
For export I use DAE format but in some cases it not export UV2 tex coord and I switch to FBX but it also lost UV2 if polygon count >30000. 
Performance is good. I now not use LOD for models and other optimizations.
Now only graphics present, physics is missing.
I think to add player code from my older projects and add network code for multiplayer.

понедельник, 6 января 2014 г., 4:53:44 UTC+11 пользователь Lasse Öörni написал:

codec-abc

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Jan 5, 2014, 6:38:33 PM1/5/14
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This looks good and bring back a lot of memories!
Still, I'm wondering : is it legal to use assets of a commercial games ? Even the id software's game's assets are still proprietary while most of their game engine went open source.


Chris Friesen

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Jan 5, 2014, 7:21:32 PM1/5/14
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Lots of those doom/duke nukem remakes require you to copy the wad/pak files from the original game.

Владимир Побединский

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Jan 7, 2014, 2:26:47 AM1/7/14
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That place =)


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