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Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Tools and Guides Repository (Archive) » Improving Original JA2 graphics
Re: this project sounds great.[message #172674] Wed, 23 January 2008 18:49 Go to previous messageGo to next message
lisac

 
Messages:92
Registered:July 2006
Location: Austria
I'm sorry to report that the constant lack of free time keeps me away from starting anything serious regarding this question.

There's always hope, though... The interest of the community shows there could be something done, with or without me. I'd prefer the first option, of course Smile
Re: Improving Original JA2 graphics – Sprites[message #173350] Mon, 28 January 2008 12:29 Go to previous messageGo to next message
rasz

 
Messages:25
Registered:August 2006
>Yes, that'd be nice, but we can't use other formats than STI (legal reasons and what not)

??? is there something in the JA license that says you cant use any other file format? I think not (after all xml IS another file format Razz). I understand we cant just copy STI to new format and distribute it, but using our own new data is ok. I suggest PNG/MNG (free open license, tons of sample code).

Why not go one step further and introduce openGL? If you are going to build 3d models you are already doing half the work, maps can be converted on the cheap (after all they are made from cube like blocks with tile textures, it will look like crap at the beginning, but will be easy to tweak). You get scaling and rotating for free.

example engine ioquake3
http://ufoai.ninex.info/gallery/albums/ingame-screenshots/grenade_launcher.jpg
http://ufoai.ninex.info/gallery/albums/ingame-screenshots/ingame003.jpg


[Updated on: Mon, 28 January 2008 12:47] by Moderator

Re: Improving Original JA2 graphics – Sprites[message #173352] Mon, 28 January 2008 13:32 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
If it is to be transported to a 3D engine why not use one of the better ones. You could easily modify Far Cry or Crysis (now the mod tools are out) for the JA2 style. The biggest problem would be getting peeps to do the coding for it to make it turn based.

Maybe even going back to the Earth 2150 code base would be better. That was designed with some damn clever physics for trajectory and on the fly shooting. Similar to TA and SupCom for that matter, though those games are not very compatible with this idea.

Personally I could easily get involved with a TC for Crysis or Far Cry 2 engine to update JA2. Allowing multiple story buildings, beautiful scenery and some of the best damage physics yet.


Re: Improving Original JA2 graphics [message #173354] Mon, 28 January 2008 13:56 Go to previous messageGo to next message
Ar1z

 
Messages:33
Registered:January 2008
Location: Greece

I think we should use an open source or free engine (with source code). This way coders can modify the engine if they need to. ufo:ai engine should do the trick Wink

I can help with the images also Wink

[Updated on: Mon, 28 January 2008 13:57] by Moderator

Re: Improving Original JA2 graphics [message #173357] Mon, 28 January 2008 14:15 Go to previous messageGo to next message
zed

 
Messages:43
Registered:November 2006
i have looked on OGRE in the last weeks and it may be very nice to implement.
first the code is rather easy to understand + since it is C++ we can "teach" the engine to support our current formats. of course OGRE is supporting most of today animation formats + platform independent.
the engine is LGPL which means that if we will use it as DLL we are not violating any agreement of sharing the source code.
there is an implementation of tile engine based on OGRE tile engine based on OGRE and it looks rather nice.
beside that since OGRE has very large community we could have good support.
i think (due not sure) we even don't have to change JA2 gui system since the OGRE is render engine and we can limit it to the tactical screen only.
i think to build a tile engine instead of today tile engine will do the trick.
any solution that will try to add features in the graphic will probably harder to do then to replace the whole layer (everything in JA2 tactical map is build around the tile engine)

[Updated on: Mon, 28 January 2008 14:20] by Moderator

Re: Improving Original JA2 graphics [message #173361] Mon, 28 January 2008 14:30 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
I understand wanting to use Open source engines, but I don't see the tradeoff as being worth it. If you can utilise an engine like Crysis or Far Cry (seeing as the Far Cry engine is now proven and very stable) why not?

To be free of their copyrights to the game all that is needed is a 10% difference in the coding and content. By the end of the project there will be far more than that, so they couldn't make a claim even if they wanted too. Remember Valve had to buy the rights to Counter-Strike from the creators. However seeing as we are dealing with someone elses IP we would have to adjust it to suit. Are the original games abandonware now? If so we could use the IP from them without fear. That would give us the ability to continue the JA story on some other place that needs a cleanup. If necessary we may have to drop the JA name as whoever has the IP may squeal foul play, but seeing as the IP hasn't been used properly in years and doesn't look promising in doing so then it may not be an issue.

If the project is successful the dev team may even be invited to be the JA3 team. But thats all pie in the sky stuff.

Personally I would like to give the Far Cry engine a go. If there were coders who knew how to make it turn based then that would be great. I am more of a modeller than a coder so that's where I would contribute if I had the chance. From the Icandy view Far Cry is fine. With the ability to create maps that would link on the Strategic map etc. Would need a Strategic section created to go with the Tactical (which already supports Isometric viewpoints and rotation + height change for the camera). As a base it is a good start with some good ballistics for the weapons. Just need to introduce bullet drop and Rocket arcs and it would be great Smile


Re: Improving Original JA2 graphics [message #173364] Mon, 28 January 2008 14:35 Go to previous messageGo to next message
zed

 
Messages:43
Registered:November 2006
can you give some links on the far cry engine? were did you read the 10% change?
lets read, learn and go forward
BTW, is it free? i can't see how we could manage with payments to adding a commercial license

[Updated on: Mon, 28 January 2008 14:39] by Moderator

Re: Improving Original JA2 graphics [message #173366] Mon, 28 January 2008 14:41 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
zed
were did you read the 10% change?

That is a standard in copyright law. If the new article deviates from the original by 10% or greater then it can be considered a new article for copyright and patent purposes.

Well that's what it was last time I checked. It wouldn't surprise me if companies try to claim stuff anyway but at the end of the day they create EULA's to be self executing and unfairly against the end user. There are many easy ways to resolve the issue though. So its more of a case of work with them and not worry about releasing it as a retail title.

Here's a link to the Crymod site for Far Cry http://farcry.crymod.com/portal.php

The SDK has been out for ages and I think the engine is superior to most others available except the most recent ones. Certainly better than Source. Only ones I think are better atm are Crysis and CoD4. But that is purely subjective.


Re: Improving Original JA2 graphics [message #173368] Mon, 28 January 2008 15:05 Go to previous messageGo to next message
Ar1z

 
Messages:33
Registered:January 2008
Location: Greece

I don't know how could we use a closed source "FPS" engine and mod it to be something like JA2 or Silent Storm even... Silent storm is already almost the same engine as JA2 3D Wink , but noone used it to make a JA2 TC. How could someone add features in a closed source engine? Has Crytek released farcry source code? OGRE seems a lot faster to use, does it support 3D objects?
Re: Improving Original JA2 graphics [message #173371] Mon, 28 January 2008 15:28 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
I see what you mean Ar1z, to overcome the closed source problem would be an issue, however it is possible (one guy on the forum has got a working base which doesn't use any Far Cry scripts or assets. To do that you need a pretty intimate knowledge of Far Cry. That is a problem I don't know how to address at the moment, however Cryengine1 is Crytek's old engine. If they go the same route as ID and release the Source to old engines it would be helpful. Either that or we make a community JA fund and acquire licensing from Crytek Wink

As to OGRE I have no idea. Haven't looked too deeply into it. Silent Storm by Nival Interactive is a very difficult engine to work with and mod by all accounts. Also Nival being small are very protective of their property.

For Far Cry couldn't you add functions through the DLL's? Using custom DLL's to get the desired end result?


Re: Improving Original JA2 graphics [message #173373] Mon, 28 January 2008 15:48 Go to previous messageGo to next message
zed

 
Messages:43
Registered:November 2006
Kaerar,
i think you are looking on th crytek engine as a good solution from the designer view you should actually specify what sort of things you would like to have in the JA2 game editor. maybe we actually need to aim at creating a game editor based on JA code.
please specify your "dream list" - what do you think JA2 editor should have. use crytek engine as refernce.
after specifying the features lets us check what is the available platform today in the market that offer it. compare between them and then choose the one most appropriate for us. sprite was one of the features (the one that is the main cause for this thread...).
i suggest (even if this is more academic approch) open a new thread in this subject - lets extract agreed feature list and the platform to make it from this thread and define what can be done in what phase.
i think that using crytek engine without paying anything or paying a constant one time fee for the engine (i.e. not buying far cry for each player as a tool to base JA on it) is not very reallistic..
Re: Improving Original JA2 graphics [message #173387] Mon, 28 January 2008 17:12 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Fair enough it should probably go in the JA3 section though. I'll start it there.

Engine discussion for next gen JA based mod/community game Smile

There ya go link added Smile

[Updated on: Mon, 28 January 2008 17:52] by Moderator



Re: Improving Original JA2 graphics [message #173391] Mon, 28 January 2008 17:15 Go to previous messageGo to next message
zed

 
Messages:43
Registered:November 2006
put a link so we can go there
Re: Improving Original JA2 graphics – Sprites[message #173556] Tue, 29 January 2008 14:27 Go to previous messageGo to next message
rasz

 
Messages:25
Registered:August 2006
far cry is not free, you have to pay real MONIES for it
Quake 3 engine is free and open sourced (ufo:ai is based on quake 3 engine, so is Enemy territory, Tremulous and so on)
there is a big difference between doing a mod (far cry) and having open sourced engine, with a mod you are constrained and need a TON of documentation, engine creator support is also a good thing. With os you can always look into the code and modify it if needed.

Free as in beer is the biggest requirement imo. OGRE, Q3 or something totally different, doesnt matter, as long as its free.

btw I like Altair UFO:aftershock/afterlight engine (apart from lame coders leaving super stupid bugs for >year, or company doing paper bancrupcy and then immediatelly setting up another company with same people and name just to get out of support contract). This is how I would like JA2 to look.
Re: Improving Original JA2 graphics [message #173558] Tue, 29 January 2008 14:29 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Take the engine discussion to the thread above rasz.


Re: Improving Original JA2 graphics [message #173686] Wed, 30 January 2008 02:25 Go to previous messageGo to next message
lisac

 
Messages:92
Registered:July 2006
Location: Austria
Hehe...

Frantic discussion has been started here, I see. Let me try to clarify a few things first.

2D or 3D, no matter since the models once done and animated can (and should) be transformed into sprites. Once (IF EVER) it gets possible to represent the current game engine in 3D using any of the above mentioned engines or any other 3D engine as the final solution, the models and the animations can be easily tweaked and suited for the new purpose. The only problem are exporters (plugins), but with a bit of luck, all the tools needed for such a plan will be available, sooner or later.

But let's find the rabbit, before we start sharpening the spit....
Re: Improving Original JA2 graphics [message #173692] Wed, 30 January 2008 03:12 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Exactly. I would love to see the sprite system you have detailed above as a stand in for a full detailed 3D engine mod/TC/Full Game.


Re: this project sounds great.[message #174124] Fri, 01 February 2008 16:20 Go to previous messageGo to next message
Hinka

 
Messages:20
Registered:January 2008
Location: Manchester, England
Dekar
In reality helmets just suck... the only thing they can protect you from are graze shots!
So yeah, pro bandanna/barret Wink





helmets arnt designed to stop gunshots!


they are to stop shrapnel, rocks and other debris throw up by explosions.

not relivant to JA2 but even wood splinters will penetrate the skull if flying over a certain speed.

in a battlezone a helmet CAN save you statisticly, but in a battlezone its all down to luck mostly






oh yeah, great idea too about the sprites, id like the mercs to show what gear they are wearing

[Updated on: Fri, 01 February 2008 16:46] by Moderator

Re: this project sounds great.[message #174130] Fri, 01 February 2008 17:06 Go to previous messageGo to next message
Czert

 
Messages:105
Registered:August 2007
To helmet use - helmet have started wide use in WWI - earlier only occasional (Im talking obout steel helmets, not decoratice helmets) - and brits (or belgians?) esimeted using of helmets saved cca 5% of causalties. And 5% means many thausends of lives.
Re: Improving Original JA2 graphics [message #174131] Fri, 01 February 2008 17:08 Go to previous messageGo to next message
llvi

 
Messages:67
Registered:January 2008
Location: Lacey, WA, USA
@Hinka;

Just some forum etiquette. Please don't change the Subject line when you post. It changes the thread title. (I learned this the hard way too).

Thread title changed back
Re: Improving Original JA2 graphics [message #174132] Fri, 01 February 2008 17:18 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
one thread , one title please ,thanks llvi :type:


Re: Improving Original JA2 graphics [message #178327] Sun, 16 March 2008 17:55 Go to previous messageGo to next message
Obscuritan

 
Messages:10
Registered:May 2007
I'm not sure if this has been mentioned yet, but provided that you can open these sprites in Photoshop, you could create an automatic script to select the color range for each "part", and separate them into layers in PS, to make it easier to work with. If you have the exact color range for each body part, you can manually input the color range to select, copy and add to a new layer.
Re: Improving Original JA2 graphics [message #178365] Mon, 17 March 2008 02:40 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
The sprites are not directly readable by PS unfortunately. Once they are extracted to .bmp then you can do what you suggest. I have a batch extractor here, problem is I have no idea about sprite editing beyond doing lasers for the post apoc mod years ago.


Re: Improving Original JA2 graphics [message #178367] Mon, 17 March 2008 02:50 Go to previous messageGo to next message
lisac

 
Messages:92
Registered:July 2006
Location: Austria
Obscuritan
...you could create an automatic script to select the color range for each "part", and separate them into layers in PS...

That's right. Most of the work could be automated using the right software, like Photoshop. The problem with "implementing" the multi-layered sprites and making them using a 3D software remains the biggest hand-brake in this project.

In other news - yes, I'm still bothered too much with my RL to push the thing a bit forward. Sorry. Things shall change soon, in a few weeks, hopefully.
Re: Improving Original JA2 graphics [message #178729] Fri, 21 March 2008 04:33 Go to previous messageGo to next message
Arethusa

 
Messages:26
Registered:August 2006
Location: Connecticut

Given the enormous difficulty of doing sprites, which are by pretty much any account very, very outdated, has anyone talked about implementing a full 3d engine? Anyone who can do sprites is either going to know how to do textures or can learn fairly easily, and the results would be considerably better. Implementing the engine is obviously far from trivial, but I'm just curious if anyone's talked about it.
Re: Improving Original JA2 graphics [message #178748] Fri, 21 March 2008 12:05 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Yeah in the JA3D section at the bottom of the main forum.

Problem is what engine to use and finding people who can code and convert all the guns, maps, interface, and ammo to 3D.

I think it would take about the same amount of time but its finding a group willing to do it.


Re: Improving Original JA2 graphics – Sprite[message #178757] Fri, 21 March 2008 14:37 Go to previous messageGo to next message
Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Well, what about the HL Source Engine? It fairly modabble and you can do RTS games with it, see Iron Fist The Opression and HL2 Tactial. They also have a full SDK and lots of people are modding for it, so it shouldnt be that difficult to get people for it. The only problem I see is regarding the copyright stuff. The licences for JA is in the hands of Strategy First and I could see trouble coming ahead if somone does a mod that uses the brand name Jagged Alliance.

There are also several other free enginges out there that could be used, why no check the Mod Database: http://www.moddb.com/engines take your pick, there are lots of engines there, even free ones that are easy to code, thanks to C++.
Re: Improving Original JA2 graphics [message #178762] Fri, 21 March 2008 16:15 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
The HL2 engine is not capable enough to compare with the Far Cry or Crysis engines. Also there is the UT2/3 engines flying about plus of course the Q3/4 engines. All of which are better than Source. The reason source is a dog is the link to steam. If it can be separated and then hitboxes and the like changed to actual polygons rather than the square box system it seems to have retained from HL then ok but it still doesn't seem to lend itself to a TB game.

Then there is also the new engines on the block. Stalkers engine looks very interesting with ballistic calc's and so on getting to the LoD of the TA/Supreme Commander madness. Which would make for a very accurately modelled game. Then of course there is the TA/Supcom engines. TA is polygon limited and can't handle complex joint systems (like arms and legs). Supcom however can and also has nice features like global zoom and so on. Both could with effort be TB based engines (tho I think TA would be a lot of hassle).


Re: Improving Original JA2 graphics [message #178767] Fri, 21 March 2008 16:54 Go to previous messageGo to next message
Khor1255

 
Messages:1820
Registered:August 2003
Location: Pleasantville, NJ
I looked at that site and mainly saw fps engines. What is a good turn based engine (preferably one as close to ja2 as possible)?

And are there engines already set up so that a non coder like me could just design a mod (or whole game) using guis and or text based modifyers like xml files?


It would be cool to have a look at especially if it was free from licencing.


As for this project, I think as long as noone is making any money from it we can do whatever we like. The 1.13 is fine for making this new sprite system but a little coding and a lot of graphics are required to achieve the layering that has been proposed.

I don't think we need 3d here because it would change the very nature of combat to such a degree one could hardly call it Ja. Besides, most 3d engines look very shitty especially in face rendering. A lot of the charm of Ja for me comes from the characterisations and I think cheesy robotic looking faces would blow it.
Re: Improving Original JA2 graphics [message #178774] Fri, 21 March 2008 17:43 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
There's an open source "homage" to XCOM that uses the Quake 2 engine. http://ufoai.sourceforge.net/
Still a work in progress, but I believe the tactical system is partially complete.


Re: Improving Original JA2 graphics [message #178779] Fri, 21 March 2008 18:03 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Yeah been there but that is inadequate for the needs of JA style games.

Closest thing is the Silent Storm engine which is unwieldy and has a lot of shortcomings. This is also being used for JA3/JA3D so we might as well look elsewhere so no toes are hurt.

I personally think the Quake, UT or Far Cry engine series would be fine. They both can accept a form of turn based (based on increments of time similar to AP's but just measured in parts of a second). This would be more beneficial I think too as realistic values are easier to come by. The only issue with it all seems to be copyright/ownership after mod is created. If no money is made then it would be no issue, but if it got to the point of developer/publisher interest then deals can always be made.

Then there is the newbie on the block which I read about today which is Stalker. That may also be a possibility but it is limited by lack of tools atm. That will change as the engine progresses.


Re: Improving Original JA2 graphics – Sprite[message #178782] Fri, 21 March 2008 18:24 Go to previous messageGo to next message
Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Well, I would say that UT and Far Cry are both intresting engines and we should risk experimenting with it. The Cry Engine 1 is till very cable and there are also modders out there for it. Skinning and modeling isnt a problem but ghetting it into a turne based game would be the most difficult aspect. The code needs to be chaged a lot for that, but I still think its a intresting idea.

Stalker would be aswome too, but the engine needs a lot of hardware and all, so I do not know if its a good idea. Graphically it would be a real quantum leap, but we have to rember that not everyone has a high-end pc.

Also, we need to wait all bugs are fixed and a full SDK, then we can look into it again.
Re: Improving Original JA2 graphics [message #178785] Fri, 21 March 2008 18:36 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
The other thing is that the dev cycle for this is going to be at least 1-2 years with a team working a lot of the time. So the Stalker engine by then will be quite normal compared to now.

If we look just at the now then we may miss the boat in by the end of the project.


Re: Improving Original JA2 graphics – Sprite[message #178788] Fri, 21 March 2008 18:40 Go to previous messageGo to next message
Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Ah, I see now. Well, of course it takes time, but I think we dont have a deadline here, so its not that much of a problem. I agree, we need to look int the future, otherwise we work again with outdated an outdated engine wihch would again bring up the topic of chaging the graphics and all.
Re: Improving Original JA2 graphics [message #178879] Sat, 22 March 2008 22:08 Go to previous messageGo to next message
Arethusa

 
Messages:26
Registered:August 2006
Location: Connecticut

None of the mentioned engines are really viable. Crysis' SDK is a joke, and while that is supposed to improve, that's hardly a rasonable basis for building a mod. UT3 is solid, but you still wouldn't have access to the source as you would if you were to buy the engine (obviously not an option), which is pretty limiting. STALKER's engine is simply terrible and not even remotely worth considering. The game is interesting and salvagable with a mod like redux, but the technology is just bad. Doing something like making it turn based isn't difficult at all; there have been turn based mods for UT and even games like Max Payne, and it's not hard to do that. The problems are elsewhere.

Really, if this is to be considered seriously, you'd need access to the engine source, which either means writing your own (and from the responses, I'm guessing there aren't any dedicated graphics programmers here) or finding an open source graphics engine and adapting it, which is probably the better idea. It's possible, but without someone who knows graphics engines, somewhat insurmountable. But a sprite redo for the game would be an enormous amount of work on its own, and the results are pretty much guaranteed to be very 1999.
Re: Improving Original JA2 graphics – Sprite[message #178880] Sat, 22 March 2008 22:20 Go to previous messageGo to next message
Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Well, whats the problem with the Stalker Engine at all? What would you suggest instead Arerhusa? What about this engine here: http://irrlicht.sourceforge.net/

The other thing we could do would be to wait till JA3 is out and make the whole 1.13 mod for JA3. Also, it was stated that it would took at least 2 years to get aquired with the eingie, until then we would have the tools and everything.

I still dont know why the HL source engine cant be used at all. Its very moddable and everything.
Re: Improving Original JA2 graphics [message #178881] Sat, 22 March 2008 22:30 Go to previous messageGo to next message
Arethusa

 
Messages:26
Registered:August 2006
Location: Connecticut

Source has a lot of critical limitations for what modders have access to. Among other things, map size is very, very limited, which just about defeats this from the start. To be blunt, it's not very moddable, and that's sort of where things go wrong. STALKER's sdk is also terrible, and the way the engine is put together is beyond confusing. Just getting new models into the game is something that very few people have figured out (and best of luck to you if you want to try; the only tutorials are in Russian). None of these is viable. Of the big engines mentioned, UT3 is the only possibly viable one, and the wealth of problems you'll run into trying to deal with an engine where you don't have access to the source is not worth it, in my opinion.

I'm not familiar with Irrlicht. An open source engine is definitely preferable, but a lot of the shots of developed projects look pretty bad. A couple look possibly slightly promising, though, so maybe it's worth looking at.
Re: Improving Original JA2 graphics – Sprite[message #178882] Sat, 22 March 2008 22:37 Go to previous messageGo to next message
Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

But the UT3 engine is completly new and we cant aquire a licence for it. What about previous UT engines like the one of Unreal 2? Or what about Quake?

Well, here are several more engines to consider: http://www.moddb.com/engines

No idea what else exists out there, but there should be a lot of Open Source engines. On ModDB there are also several indie games hosted, maybe take a look what kind if engines they use.
Re: Improving Original JA2 graphics [message #178883] Sat, 22 March 2008 22:44 Go to previous messageGo to next message
Arethusa

 
Messages:26
Registered:August 2006
Location: Connecticut

Only the original UT has had its source released. I believe Quake 3 has as well. These engines are ancient, but then again, the produce somewhat similar results to Irrlicht (albeit without shader support). You aren't getting a license for any new engine, hence why you either want an open source engine or you're recreating the whole game in UT3, which is far from simple.

None of this is worth discussing if there's no one here who knows graphics programming (or, if people end up really wanting UT3, the UT engine).
Re: Improving Original JA2 graphics [message #178886] Sat, 22 March 2008 22:55 Go to previous messageGo to previous message
Arethusa

 
Messages:26
Registered:August 2006
Location: Connecticut

Look at Qfusion, which is one of the most promising projects to comeout of the id source releases.

If you (or anyone else) wants this to happen, though, it's going to require more than enthusiasm and hours reading freegamedev. Find someone who can code, or this is dead in the water.
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