Creavion wrote:Oh shit, Gothic O________o
Ok, congrats, this attack against me was super effective.
Crev fainted!
Joke aside, I am not sure if I get what you are trying to tell me? And how the hell do you know I like Gothic that much, just what the hell is going on here anyway?
I would have never expected to see a Gothic fan in the UT community...
I intended to port Gothic to UnrealEngine for many reasons:
- Learning experience
- Cooperative multiplayer (got plenty of friends wishing for the same, but can't code
![Sad :(](./images/smilies/icon_sad.gif)
)
- Estabilishing a code base that allows for quick creation of characters, quests, worlds, basically other games could be made using that codebase (Gothic 2 would have been the next project).
I dropped it because it's simply too much work for a single person, but so far I've accomplished:
=> Most of the world layout (Zengin) imported, split, and hidden using custom occlusion code.
----- It still needs a lot of work, around 15-25k polys displayed on screen, FPS goes down to 40 on my Pentium E2180
=> Lighting: day to night transition, includes dawn and nightfall.
----- Directional lighting is impossible here, static meshes in this engine don't properly block light and have normal mesh lighting (origin point)
=> Tree layout and some decorations 99% accurately placed.
----- Achieved using a custom Spacer(gothic editor) savefile exporter (text parser written on Gizmo central) and Unreal Importer (copy output text to special actor in game, generate UnrealEd .t3d map that adds the decorations into the existing world) (*read note)
----- Already added like 8000 unique decorations, still missing around 20000 decals and functional stuff
=> Other maps (Free mine so far) directly attached to the main world.
I had intended to leave code, sounds and animated models to the last.
Going to the actual SDK, origin point lighting on meshes makes terrain building impossible, unless you use unlit terrains which doesn't look pretty at all.
It would seem that 227's approach on static meshes are simply, decorations. So doing any serious terrain mapping is out of question.
I know a lot of work has to be put into it, but static mesh support on the SDK would be kind of a waste if lighting limitations arent dealt with.
I still consider myself a noob at C++, but if I can be of help at anything in the future, I'll try my best to learn.
Suggestion: ability to load Unreal 227 static mesh packages, after all, their editor already has powerful import/export functions, as well as scaling, material assignment, and LOD levels.
Edit: NOTE*. Did I mention the hard time I had trying to convert decoration's rotation matrixes (made of string representation of raw bytes) into unreal rotators?