While games like Battlefield export from the modeling app. to a binary format for the engine, this doesn't allow the artist to make manual edits before conversion, which reduce turn around time when trying to fix problems.
Besides, the model format can be used in other ways like promotional material.
Search found 436 matches
- Thu Sep 19, 2013 10:30 am
- Forum: Battlezone 1 Discussion
- Topic: I got bored...
- Replies: 59
- Views: 53483
- Wed Sep 18, 2013 2:17 am
- Forum: Battlezone 1 Discussion
- Topic: I got bored...
- Replies: 59
- Views: 53483
Re: I got bored...
If it would still blow apart like it does now.
Some ascii format used in 3D studio max or Maya would be good.
If you did that i would like to be able to use long names although the 3DE exporter can't use them, we would need a better exporter.
Some ascii format used in 3D studio max or Maya would be good.
If you did that i would like to be able to use long names although the 3DE exporter can't use them, we would need a better exporter.
- Tue Sep 17, 2013 9:04 pm
- Forum: Battlezone 1 Discussion
- Topic: I got bored...
- Replies: 59
- Views: 53483
Re: I got bored...
Quite a bit yes.
- Tue Sep 17, 2013 8:07 pm
- Forum: Battlezone 1 Discussion
- Topic: I got bored...
- Replies: 59
- Views: 53483
Re: I got bored...
Could make a texture override pack for the models if Ken added code similar to what Tug and I did in BzE. In the odf i override the models default skin with these: baseName = "avfigh" TextureLod1 = "bvraz00.map" //Lod1 = Main object skin TextureLod2 = "avcpit01.map" //L...
- Sun Sep 15, 2013 4:16 pm
- Forum: Battlezone 1 Discussion
- Topic: I got bored...
- Replies: 59
- Views: 53483
Re: I got bored...
"Nielk1's 'More Red' (than stock) Version"
- Sun Sep 15, 2013 12:01 pm
- Forum: Battlezone 1 Discussion
- Topic: I got bored...
- Replies: 59
- Views: 53483
Re: I got bored...
Are you going to be making any tools with the Bz formats now?
These all look good, the more red fighter i wonder how a white star would look on the top fin.
These all look good, the more red fighter i wonder how a white star would look on the top fin.
- Thu Sep 05, 2013 10:58 am
- Forum: Battlezone 1 Discussion
- Topic: lua scripting
- Replies: 10
- Views: 7136
Re: lua scripting
Ssuser, place the custom units in a build odf, just like the single player mission used. Also you may want to look at the missions i manually scripted. http://www.battlezoneclub.org/forum/viewtopic.php?f=70&t=3541 Yikes, "download a toolbar to register/view the post", i don't know why ...
- Sun Sep 01, 2013 6:13 pm
- Forum: Battlezone 1 Discussion
- Topic: A few problems and questions about 1.5
- Replies: 59
- Views: 29482
Re: A few problems and questions about 1.5
I made some of the tables but they are a real pita.
- Sat Aug 31, 2013 8:43 pm
- Forum: Battlezone 1 Discussion
- Topic: A few problems and questions about 1.5
- Replies: 59
- Views: 29482
Re: A few problems and questions about 1.5
He did the DPI Awear thing long ago, i didn't see it work though.
The ingame text is what needs scaled, i tested sprites 1.5x height, it didn't look so good.
The ingame text is what needs scaled, i tested sprites 1.5x height, it didn't look so good.
- Fri Aug 30, 2013 11:31 am
- Forum: Battlezone 1 Discussion
- Topic: A few problems and questions about 1.5
- Replies: 59
- Views: 29482
Re: A few problems and questions about 1.5
Could the localization stuff all be in the same version if the "names0*.map" are nolonger needed?
The ingame text is currently sprites, if changed, would the text scale with the resolution?
The ingame text is currently sprites, if changed, would the text scale with the resolution?
- Sun Aug 04, 2013 10:17 am
- Forum: Battlezone 2 Discussion
- Topic: SABOTAGE! Eliminating it possible or not?
- Replies: 24
- Views: 9454
Re: SABOTAGE! Eliminating it possible or not?
Could always have people contact you over team speak 3 before you let them in the game.
- Mon Jul 29, 2013 9:53 am
- Forum: Battlezone 2 Mod Playing
- Topic: VSR mod
- Replies: 48
- Views: 19113
Re: the Battlezone Franchise was sold to Rebellion Interacti
apollo, how/why do you have access to the code? Dx/Apollo has had access to the BZ 1.3 source code for years. It's what BZE is based on. Infact there are two versions of the Bz engine, the first came from Ken and was incomplete (working copy between 1.1 - 1.3 about 9 files missing, no network updat...
- Sat Jul 27, 2013 8:58 am
- Forum: Battlezone 2 Discussion
- Topic: the Battlezone Franchise was sold to Rebellion Interactive
- Replies: 28
- Views: 17090
Re: the Battlezone Franchise was sold to Rebellion Interacti
Ken can correct me if i'm wrong but i see very little MW2 code and most of it is disabled, the I76 code is more of the engine with the renderer, sound code, part of the loader, game related code and network replaced. This is not complete but as for I76 it's mostly engine code, and not much of the ga...
- Mon Jul 22, 2013 9:47 am
- Forum: Battlezone 1 Discussion
- Topic: De-coding BZ Source code, its possible?
- Replies: 35
- Views: 20168
Re: De-coding BZ Source code, its possible?
I had the impression that the program had a long way to go before it could be usefull, i don't recall the name of it.
I found it by searching google for reverse engineering programs. But that was many years ago, could be a much better version by now.
I found it by searching google for reverse engineering programs. But that was many years ago, could be a much better version by now.
- Sun Jul 21, 2013 10:33 am
- Forum: Battlezone 1 Discussion
- Topic: De-coding BZ Source code, its possible?
- Replies: 35
- Views: 20168
Re: De-coding BZ Source code, its possible?
I used a program to to reverse engineer TRO, it produced C++ code but nothing like the original code nor was it usable.