Search found 79 matches

by Ikaros
Mon Sep 26, 2011 9:05 am
Forum: General Discussion
Topic: H&D2 - IS it Worth buying?
Replies: 12
Views: 3424

Re: H&D2 - IS it Worth buying?

I've never taken care of bugs in H&D2. H&D2 is simply the best shooter I've ever played (though it's a bit outdated now)...
by Ikaros
Thu Sep 22, 2011 7:45 am
Forum: General Discussion
Topic: New way Editor!
Replies: 21
Views: 10264

Re: New way Editor!

About z-depth: How do I render from a camera perspective? It's working if i just render it from above perspective? Should be the same no? Yes, as long as it's an orthogonal view (and not a perspective view) it works. But using a camera provides some advantages. It's easier to place and move, it rem...
by Ikaros
Tue Sep 20, 2011 11:11 am
Forum: General Discussion
Topic: New occupation maps - New site
Replies: 1
Views: 1831

Re: New occupation maps - New site

Hi..
I've uploaded some new Occupation missions, along with some corrections on older ones.
You can find them here: http://malgolan.altervista.org/newmaps.php

You can use this thread to post suggestions, bugs or impressions on new maps.
Thank you.
by Ikaros
Tue Sep 20, 2011 11:06 am
Forum: General Discussion
Topic: New way Editor!
Replies: 21
Views: 10264

Re: New way Editor!

Hi folks! The editor has been released. You can dowload it here: http://malgolan.altervista.org/Guide/index.php?page=RU00-main.php and have a look at some screenshots here: http://malgolan.altervista.org/Guide/index.php?page=RU10-screens.php . Most likely, it won't be bug-free, so post here any ques...
by Ikaros
Tue Sep 06, 2011 7:55 am
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 10255

Re: tree.klz think tank

Do not worry, hdmaster! You've done so much until now and you have all the time you want, before turning again your efforts toward Hidden  :grin: I'm currently working on RevEngEd2 and it's almost done. Afterwards, I'll can start studying max script and try to write down a "tree.klz" exporter based ...
by Ikaros
Tue Aug 23, 2011 10:15 am
Forum: General Discussion
Topic: 4ds files hacked
Replies: 263
Views: 123327

Re: 4ds files hacked

Am I wrong, or the standard for rotation is different between .BIN and .4DS? It seems to me that for .4DS, null rotation is 0 0 0 1, while for .BIN null rotation is 1 0 0 0. HDMaster (in his script) import the 4 floats from .4ds to 3dsmax in the same order as they are written in the file. And I thin...
by Ikaros
Wed Aug 17, 2011 4:21 pm
Forum: General Discussion
Topic: New way Editor!
Replies: 21
Views: 10264

Re: New way Editor!

The DC|ED-like editor for .bin files is almost complete. I've also started the tree editor for map.4ds: http://malgolan.altervista.org/forumImages/rev2tree6.jpg And the feature which automatically fix a given mission, adapting it to a working "Occupation" map. You can specify a number of zones (i.e....
by Ikaros
Wed Aug 17, 2011 4:14 pm
Forum: H&D2 Modding
Topic: Occupation Editor for H&D2 done!
Replies: 17
Views: 11909

Re: Occupation Editor for H&D2 done!

This project has been set aside, in favour of a more complete one.
You can follow progresses here:
index.php/topic,2116.0.html
by Ikaros
Fri Aug 12, 2011 7:29 am
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 10255

Re: tree.klz think tank

lexov wrote: Remember that you can't create arbitrary (low res) collision meshes but that you can only convert the visible mesh into face col data.
What about making arbitrary low-res meshes, handling face collisions with these meshes, and giving the meshes a completely transparent texture?
by Ikaros
Thu Aug 11, 2011 4:01 pm
Forum: General Discussion
Topic: 4ds files hacked
Replies: 263
Views: 123327

Re: 4ds files hacked

If the tree.klz comprehension proves out right (and clues are at our side  :grin:),
what do we miss to make maps from scratch?

Maybe, just the lightmaps and light sectors?
by Ikaros
Thu Aug 11, 2011 12:03 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 10255

Re: tree.klz think tank

Regarding 4x4 matrices... What about fogetting OBB and XTOBB collisions? We could create tree.klz which does not use those structures, and instead uses only faces collision, cylinders, spheres, and ABB. Faces collisions could be calculated automatically by a max script and a list of meshes from a sc...
by Ikaros
Thu Aug 11, 2011 11:54 am
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 10255

Re: tree.klz think tank

Neplatny = "not valid"
Masivn = "solid wood"
by Ikaros
Wed Aug 10, 2011 6:17 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 10255

Re: tree.klz think tank

Ahahha :D you're a genius!

Now we should start thinking about an exporter!

I though it could be done with 3ds max:
- import a scene.4ds
- delete all non-solid objects (by user)
- define max, min and steps (by user)
- scan every face of every mesh left and create a tree.klz

Do you need help?
by Ikaros
Wed Aug 10, 2011 7:59 am
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 10255

Re: tree.klz think tank

Thank you ASM / lexov!  :eek: What you post from Mafia matches what I discovered for Hidden, except Hidden handles also the Y coordinate in the grid of cells. So this shifts the second part of the file and makes it unreadable by Mafia editors. Even so, if you have a "tree.klz generator" from Mafia (...
by Ikaros
Tue Aug 09, 2011 2:47 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 10255

Re: tree.klz think tank

FIFTH PART After the fourth part, there is a serie of 192-bytes structures. However, the count of these structure in the "second part" precedes the count of structure in the "fourth part". So, maybe, also a pointer to the serie beginning is needed (beyond the number of structures). The structure lo...