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A bit quite at the moment..
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Hey Getty,
The last time Acid and I worked on the Spellborn client files we were able to open most texture and staticmesh and sound files after using the program I wrote in Delphi Pascal. What my program does is read in the original Spellborn files and show it's details. Via a button the same content can be rewritten into a new file that can be used to open up in the standard Unreal 2004 editor. The program is not completly fail proof because some of the files have to corrected by hand, using a hex-editor and by using the trial and error method opening the rewritten file into Unreal 2004 editor and see if it opens with or without errors. As you may have read in other posts we still have problems with other files like the character and the map files of the different area's. This is caused by the fact that the core and engine files from Spellborn are different from the original Unreal files. This causes the problems when trying to open a Spellborn file in the standard Unreal 2004 editor. Simple fact for example is the different header of a Spellborn package file and a Unreal 2004 package. My program takes care of this differences but after that there's still more things that create problems like the relations between the package files. In other words, as long as the Spellborn package has no links to other files it "might" open in Unreal 2004 without problems, But as you may have guessed almost all of the map files do have links between each other. Seeing the problems of the rest of the files we were not able to open Acid and I are now trying a different approach. From the Unreal 2004 developer kit we found trying to create a clean environment in which we can link in the Spellborn DLL and other files one by one and see if we are able to open up more of the files this way. Other things we did is read a lot of info in books and online and use tutorials for the complete package of 3D modeling like 3D studio, Maya 5 PLE, Unreal Editor 2004. For me personaly this gives good insight in how things work and how the Spellborn devs made things during the game development. Also nice to see is the fact that a lot of info is still available online and some of the Spellborn devs have their own pages / websites. One problem we have to deal with is the amount of time we can spent on the Spellborn work since Acid and I both have a full job during the week, this means the we only do things on it during the weekend / evenings when we're not too tired or playing some DDO in the fun hours of the evening after eating the meal. Hope this gives you a bit of info about how things are going at the moment, Greetings Jan-Willem JW-NL |
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