an open source reimplementation of the Aurora Engine
#1
Posté 05 août 2012 - 08:26
drmccoy.de/gobsmacked/
code
github.com/DrMcCoy/xoreos
It does very little now. But I suppose if you can code, and you're interested in something like that...
#2
Posté 06 août 2012 - 05:32
#3
Posté 06 août 2012 - 08:33
#4
Posté 07 août 2012 - 06:49
#5
Posté 07 août 2012 - 11:27
#6
Posté 10 août 2012 - 01:56
#7
Posté 10 août 2012 - 04:15
Modifié par NWN_baba yaga, 10 août 2012 - 04:18 .
#8
Posté 12 août 2012 - 06:23
PlasmaJohn wrote...
My memory is a bit fuzzy, but I seem to recall that the OGL only applied to non-interactive media. In other words, you can't use it for a computer game.
I've read the license many times, and I have found no such reference. Nor any other reference that would exclude computer games.
#9
Posté 14 août 2012 - 06:23
#10
Posté 14 août 2012 - 10:48
#11
Posté 15 août 2012 - 12:13
#12
Posté 15 août 2012 - 03:29
String dumps from NWMain indicate the original lightmapping code is in NWN. The ASCII model setting is "lightmapped". As in "lightmapped 1", I believe. The setting also exists in the binary model structure (search for 0x0264). Now, although it's not really a secret, most people are unaware that NWN models "technically" (note the quotes) support up to four textures per node- texture0->texture3 Those are also ASCII model commands from the nwmain.exe string dump, BTW, and they work like just like the "bitmap" command does. As in, "bitmap mytexture". Time for another clue, this one from the KotoR modding community. This would seem to indicate that usage of texture0 (diffuse) and texture1 (lightmap, 8 bit?) in NWN might be the beginning of getting closer to that unexplored functionality. There's a light mapping guide for KotoR called "Lightmapping for Dummies", though I don't have the link for it at the moment. That would walk you through what they do. Also, it appears that KotoR's lightmapping takes place in area lighting which would essentially be "Interior Torch-lit Only" so the ambient lighting blow everything away.NWN_baba yaga wrote...
The only thing I´m realy interested in as a tileset creator is a workaround or implementation of real "shadowmaps/lightmaps" for nwn. Just some way to make the aurora engine able to read extern lightmaps and apply them to an area or object whatever.
There are still a lot of things floating around in the code and a debugger and a string dump can help you find interesting bits here and there. For instance, this is using a command which was sitting around in the game. So was this. The latter was discovered by Virusman last month and the former by myself about a year ago.
100% functional. Just laying around for 10 years waiting for someone to find them. Only somebody like Scott Greig really knows what made it in there and how it works.
Modifié par OldTimeRadio, 15 août 2012 - 03:32 .
#13
Posté 15 août 2012 - 05:53
#14
Posté 15 août 2012 - 06:14
First, thank you for taking the time to look into it! Second, any way you could cross-check something for me? The reason why I think it might not show up in the code is that it's being passed to OpenGL as some kind of parameter. If you look at the TXI commands (strings like "bumpreplacementtexture") do they also appear not to have methods?virusman wrote...
While there is some logic associated with this field, I don't see any other methods in Aurora referencing lightmaps, so I guess it's just a field in the mdl format, never really implemented in the game itself.
#15
Posté 15 août 2012 - 08:33
#16
Posté 15 août 2012 - 10:14
Are you saying that those earlier D&D games have had their source code released, including the D$D rules embedded in them, or did I misunderstand?slowdive.fan wrote...
Keep in mind that this has already been done for previous d&d game engines (dungeon craft - gold box, GemRB - Infinity Engine) and neither of them have received a cease and desist (as far as I can tell). It is very hard to copyright a rules system (just the documents, art assets, etc.).
#17
Posté 15 août 2012 - 04:14
#18
Posté 15 août 2012 - 09:50





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