Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (испанский Лат. Ам.)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
The cool thing is because lightmaps are baked, I can write any kind of lighting solver to get much crazier lighting than maps compiled in Wracked.
I can help a bit on the collision thing. The whole thing starts of with a bool of "are the nodes prebuilt (and if so, here they are)". If you just set that to "false", you can entirely skip that part afterwards without adding too terribly much to loading times. The map converter does this, for anyone who's converted maps of an older format.
Again, great stuff!
I read a byte which is either 0 or 1, followed by 4 bytes for face count, then 4 bytes per face for the face id's. What does the 0/1 represent and how to know when collision data has finished being read?
This is all the values I get from E1L4
https://gist.github.com/aylaylay/cc67fac7bc2d50142ae3
Here's a quick snippet of how to read it, I'll add it to the OP soon. This doesn't do anything with the octree but it should skip the section correctly just before reading the lightmap.
https://gist.github.com/aylaylay/d65a662f92934c80693c
Doom's E1M1:
https://dl.dropbox.com/s/97ba591z04vqv3c/E1M1.png
Doom 2's MAP29:
https://dl.dropbox.com/s/lertw2iar0gevi1/MAP29.png
Plutonia's MAP32:
https://dl.dropbox.com/s/91715jocxb201oy/MAP32.png
Also, does Wrack have a scripting system like ACS in ZDoom?
Download here[bitbucket.org]
Source code[bitbucket.org]