Interesting that you digged SO deep into it! I already though you do some magic on the graphics card with a tool to go wireframe... However: Since there was modified terrain already in Magic Carpet I was not so blown away by the possibilities in DK. Although its nicely done! (love the "edge decals")
Exactly. Surely it wasn't the next tech level for the gaming industry but i really like the will for detail. I mean the gameplay wouldn't suffer from straight walls but i really like the look of the game even today :)
p.s. it was horrible. almost no tool worked with it, no mod tool could show the wireframe and i gave almost up.
p.p.s you're a fast reader :D the article is online just 5 minutes!
To me it is, similar to Blizzard games, the amount of polish made this game stand out a lot. It is comparable to Evil Genius (http://cdn.steampowered.com/v/gfx/apps/3720/0000008902.1920x1080.jpg?t=1270602382), however the graphics style has so much more "love" in it. DK really used to be and still is one of my favorite games of all times. Sometimes I wish I had some minions I could slap around for increased motivation xD
That's right. It's interesting that also the first game (DK1) had such nice walls. But i only saw that on screenshots since i never played it.
Man I wanted to know this for so long, great job!You look at the game and you can see that it's something special about it, just just don't know why (well until now that is...)Thanks for the article and keep them coming!(PS. could you change the language on your blog to English? Kind of hard to guess which is the "post" button)
Thanks for your comment :) I changed the blog language - i hope it's working! Thanks for the hint!
I followed your link for the WAD tool, but all the website says is that you have to search the web for it. I tried to search the web, but all links I've found are dead.Am I overlooking something?
I updated the link in the article with a direct download. Please use VirusTotal.com before you execute the file.
Great article, so glad to see other people just as interested in this. The minor bit of chaos in the coordinates of the wall models is termed wibble in the editor, alongside lean - its randomness factor has yet to be revealed, but I'm persistent.If you're particularly interested in the texture format as well (to get your nicely loaded models into 3ds max with something more than just shading), I posted a mechanism for decompressing those in the keeper klan forums. http://keeperklan.com/threads/220-DK2-texture-format/page5I'm undertaking a much more ambitious project of trying to reproduce the engine, and have had miles of success, but just as many miles to go :)
1. Thanks for your comment! Really happy to hear you liked it.2. It's just unbelievable that there's a active community around this game after these years. And it's a shame that no tools or help were released...i mean even the whole Quake3 (and Doom3?) engine is open source :D3. I think i already saw your thread because i was spying the forum for every information i could find for the article. But my understanding in these things is limited, because i'm just an artist :D For me it was enough to see that the geometry isn't modified in the bas meshes, but i think it's awesome that you made this extractor.4. Wow that sounds like a crazy project. And in the end your engine would be able to read the original data?
awsome, i never thought i would find a article like that.Its exactly the information i needed.Can you only tell me, wich version Max you´re using?I´m using the Max2012 x64 version and wenn i run the script im only getting planes.Is this a bug of the version or did you have any similar problem?cheersLuke
Hi Luke! Thx, i'm happy that i could help you :)Max2010 64x! But the script i pretty simple so it might be that the problem is somewhere else...maybe the planes are something different and the actual model is really small in the scene. Or you should try another model. It took me also a long time to find the correct ones. :)Just being curouis: Why do you need it?
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