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Dante_pff

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Everything posted by Dante_pff

  1. nice work Sticked for now
  2. it is because the files for doom and other popular "pk3" or compressed file archives require decompression processing, rather then just grabbing the file. with other types of files (such as the EAW .meg files) they are indexed files, and as long as you defrag your computer after installation, they will be as fast as they can be, and actually slightly faster then multiple files, as the files will be in the same sector range of the hard drive, rather then "fit" into small areas of the hard drive making the read process pick up different files at different locations. all in all, if anything made this game faster with file IO, it would be one huge .meg with defrag, instead of extracting them all from the .meg files.
  3. http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&DisplayLang=en
  4. thats the same version i posted here i posted it there as well
  5. Update 2.26.2006 You no longer need the demo installed to use this application, it should work with the full version of the game.
  6. the program uses the registry to get the installed directory for EAW.
  7. thanks for that, will release a test build real quick tonight when i get home from LA
  8. I need an export of the registry setting for the full install, as i haven't had time to buy it myself yet. Once i have that, i will release a full version .... version.
  9. Visual Studio Express: http://msdn.microsoft.com/vstudio/express/vwd/default.aspx Crimson Editor: http://www.crimsoneditor.com/ Both already fully developed free programs that have more functionality then context. Why do you spam that link everywhere
  10. i meant messy on the client side, but to each his own. have you looked into the one click publishing with .Net 2.0 yet?
  11. this is actually a much better tool, and is available until november for free. http://msdn.microsoft.com/vstudio/express/vwd/default.aspx
  12. I would stay away from an installer if possible with the .Net 2.0 stuff, and do a oneclick install publish. it would be easy to host it at brinkster or some other free webhost that allows .application extensions, plus you can easily update the clients. installshield just gets messy, and with .Net 2.0, unless you are using some com (dunno why) its pointless other then making it save to a directory, and give it a shortcut or two, which both can be accomplished with API's (for shortcut) and winzip/winrar. good work on this, are you creating .meg files per mod and appending them to the megafiles.xml for the game to read, or are you simply moving files in and out of the game directory?
  13. still quite a bit of work to do on the model before i can even get to the import/export code. As far as the full on editor goes, probably will end up doing that eventually, already planning on an xml editor, this just distracted me for the time being.
  14. More work on it tonight, got some more items programmed, and some of the d3d optimized. Added a screenshot button for debug, might keep it, might not. So far its looking pretty good, some of my next tasks are applying the effects, but i have some variables i need to set first, so that they are rendered properly. I also need to create a default light, in order for some of the normals etc... that need to be applied to work. Anyway, here is another pic, notice the rancor has his hands and feet, this is 2 different meshes in the same model, took me a bit to get that working lol. http://www.renevo.com/downloads/eaw/alo_viewer02.jpg
  15. thats a close total to the amount of indices in the model (3 sets of numbers that tell the rendering engine how to make a triangle with vertices), so it is kinda the triangle count. what you have to remember is that lod's don't always display all objects in a mesh, for instance, in this one it appears that only the hull is viewable from a distance, where up close all the parts are visible. another thing to remember is there are quite a bit of collision meshes and shadow meshes in there, which help with the total. the actual hull of the ship is around 1700 polys, where as the hull of a start destoryer is around 5k polys.
  16. ship: Lambdaa collision shuttle lod1 shadow lod1 shuttle lod0 left wing lod0 collsion left wing lod0 shadow left wing lod0 shield left wing lod0 right wing lod0 collsion right wing lod0 shadow right wing lod0 shield right wing lod0 collision body lod0 shadow lod0 shield lod0 muzzleflash lod0 front flap lod0 back flap lod0 landing foot left lod0 back flap1 lod0 front flap1 lod0 landing foot right lod0 door lod0 with a total poly count around 5000
  17. although, this is just preliminary... characters are in this format pieces collision shadowmesh for example: rancor right 1/2 of body hands feet lower jaw (?) collision and shadowmesh for each part womprat body hair shadowmesh collision
  18. looks like anywhere from 300 (for ground units) to 7000 (star destoryer).
  19. sure will, did some of the preliminary directx work tonight, getting there, still got some tweaks here and there though... http://www.renevo.com/downloads/eaw/alo_viewer01.jpg
  20. won't work (as a sub-author of one of them), the file struct is different.
  21. THIS IS A WORK IN PROGRESS http://www.renevo.com/downloads/eaw/alo_reader.jpg Should start the d3d work very shortly, and with proper file specs, could probably have a converter written soon as well. Importer, not yet, still have some things i need to figure out with the format, but for showing it in a small d3d window, im good to go. Will keep posting updates.
  22. You can find the tools to edit DDS files Here The file names are stored in the modes as tga, and the game engine will either read dds or tga. Just fyi.
  23. the DDS files are currently just extracted, and not modified in any way, in the future you will have an option to convert them to other formats, but it is up to you to work with the DDS format. Knowing these guys how they are, you can probably use .tga with the same filename, and it will work. Group Extraction: Will work on it, thanks for the suggestion.
  24. Hey guys, cleaned up the stickies a bit, since they where getting a bit out hand. You will find all mod related tutorials and tools in one thread, and a listing of mods in the other. From time to time we may feature thread as a sticky for a short amount of time, but for now, I hope to keep the top list a bit cleaner. As we find mods, tools, and tutorials, we will try to update the threads, so keep an eye on the Updated date for additions
  25. New version uploaded today, it is in beta format: EAWExtractor 1.0 Beta New Features File -> Open ability for non-megafiles.xml listed files. Sound Player (Tools->Utilities->Sound Player) Some stability fixes. Some fixes to the way the GUI works. Next updates DDS File viewing and conversion Text editor (built in) Toolbar for playing sounds, editing and saving text to the relative paths, and more. Future Updates File->New File->Save File->Add... -> File File->Add... -> Directory

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