April 26, 2024, 06:33:08 AM

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 11 
 on: April 06, 2024, 10:58:35 AM 
Started by olly - Last post by olly
Hi, it's been a long time since I last tried or checked if there were any updates, would be amazing if you succeeded.

 12 
 on: April 06, 2024, 10:55:34 AM 
Started by Daniele - Last post by olly
Well done for trying again and i can try in the next few weeks when I get some free time. Would be cool to get it working.
 

 13 
 on: April 06, 2024, 09:22:55 AM 
Started by Daniele - Last post by Daniele
Hi guys, it is passed a lot of time since this tipoc has been created.

I finally installed dark omen on andoird, but it not really easy. I still need a hand...

I used limbo pc emulator and a bootable WinXP iso. I also created an iso image with the setup files of DO and the game crack. All stuff you can easily find for free on the Internet. I'm doing several attempts, but I still have problems...

1) I can't install audio on WinXP...Do someone know how to install it? (With Limbo emulator)

2) I'm trying several configurations, but the game still sometimes crashes...I don't know if it's an emulator's problem or a game's problem...


If a good soul could and would help, maybe this time we could really try DO on android devices  Grin

Thanks, Daniele.

 14 
 on: April 04, 2024, 01:52:55 PM 
Started by olly - Last post by AlastarI
Hey Olly,

I'm still working on my little tool, but unfortunately I'm stuck on this very same issue you're having here. To my current understanding it's not possible to extract most of the DIFFUSE textures properly, because...they are simply missing data (entire DXT blocks to be more specific). If you have 512x512 DXT1 texture with 10 mip maps, it requires exactly 174,944 bytes to store all the data (along with DIFFUSE file header). If size is less than that it looks like this:



Notice two things here:

1. The yellow row of pixels at the bottom are the missing blocks. This particular texture is missing 190 4x4 blocks in its largest mip map and some more in two lower ones as well.
2. Texture is distorted in the middle. This suggest the place these blocks are missing from (not necessary in contiguous blob of pixels though).

Having said that, I still have absolutely no idea how to get this data back. Is this some form of compression? Did they remove random pixels to protect textures from extracting? If so, where the hell are they...

2. unk_word_00 and unk_word_01 should be used somehow to handle shifts in rect. images

This I was able to figure out at least. unk_word_00 and unk_word_01 are offsets (on x and y axis respectively) in pixels from texture's top left corner. For some weird reason Mythic decided to chop up certain textures into multiple pieces and this is the effect of this operation. Here's one example:



Overall dimensions of this texture are 512x512, but the largest mip map has only 176x260 pixels and the offsets are (336, 252). By default all texture data will start at (0, 0), so basically you need to take every pixel and move it by this amount on x and y. I've tested this with converted model and this is exactly where UV coordinates are for this particular piece.

Apologize for necroposting, but have you succeed in this? I've been working over texture reading and faced same problems. I think missing data could be stored in  .mask files near diffuse.

 15 
 on: March 17, 2024, 11:55:21 PM 
Started by jon - Last post by olly
Well done, good research.

 16 
 on: March 17, 2024, 04:03:34 AM 
Started by jon - Last post by jon
After some quick experimenting, I was able to find out some info, but I don't have a definitive answer for whether we can say x and y are for purpose P for every sprite (I could still be wrong).

I wrote my findings up here so it was easier to attach images: https://gist.github.com/jonathaningram/79fe2fdf331f6b98c2e4542c83e625e0


 17 
 on: March 15, 2024, 12:06:02 AM 
Started by jon - Last post by olly
Good question and will investigate on the weekend and maybe refers to distance to the centre point like with Rob's rdose. When using it I position each frame over the red dot, so the animation is aligned properly.

http://en.dark-omen.org/downloads/view-details/1.-modding-tools/3.-sprite-editors/rdose.html

 18 
 on: March 14, 2024, 01:49:20 AM 
Started by jon - Last post by jon
In http://wiki.dark-omen.org/do/Updated_Sprite_Format, we have:

signed short X;        // = X position of this frame
signed short Y;        // = Y position of this frame

But I don't really get what they are meant to be used for. For example, here's a random set of x,y,width,height from one sprite's frame:

x: -23, y: -31, width: 49, height: 31

Even in this example, if the sprite is 31 pixels tall, what could a y position of -31 be referring to?

Any ideas?

 19 
 on: March 12, 2024, 10:04:53 AM 
Started by Thraex1985 - Last post by olly
Cool and before you post more, could you recreate this in the Dark Omen Remake section.
 

 20 
 on: March 12, 2024, 08:26:18 AM 
Started by Thraex1985 - Last post by Thraex1985
Some more work I did:
- Cannon mechanics (ofcourse I needs to be polished and correctly animated, as increase loading times)
- Models of Bernhardt and Gunther you can see in the beginning of the video
- Game level music

https://youtu.be/yw38IMjBLCM

Stay tuned!

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