Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Proof of concept: JA2 in 3D
Proof of concept: JA2 in 3D[message #341955] Tue, 04 August 2015 20:53 Go to previous message

Registered:April 2009
Location: Germany
Because I wanted to see whether it would work, I began making JA2 3D. Turns out it does aww

With the current code, it's easy to raise/lower terrain to whatever you want. Assuming 50 pixels represent 2 meters, we have 1.3 km to work with in each direction.
The AI is somewhat adapted to this - pathfinding etc. works. It just doesn't take altered terrain into its 'higher' functions.
Destroying terrain works just fine. As seen above, explosions can leave real craters, depending on explosion force, floor type and whatever else I code in.
This doesn't even require a change to map format - you could load any savegame (made with unstable after r6070) with this.

There are, however, several outstanding issues with this
  • adapting the AI to make full use of this,
  • altering undocumented assembler code leftover from Sirtech for less confusing graphics,
  • getting some poor lad to alter all graphic tilesets in a specific way,
  • finding a solution to mouse behavior on raised/lowered floor,
  • adapting animations
  • loads of other issues.
All doable, but I'll leave it at this. And no, this won't go into any release, and I won't release any exes with this. Because I say so angel

I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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