Kalo on 6/10/2006 at 21:45
Not necessarily loading the whole missions, just the polygons of the levels, to render them with 24bit textures and realtime lighting/shadows to look all pretty or base fan missions off of? Perhaps eventually people could figure out how to simulate AI or mission objectives later too.
Reading the thread on the OpenDarkEngine got me interested in the idea, wondering whether making conversion tools to get those levels into Doom 3 format might be a better use of effort to get the outcome. Personally i'd be happy just seeing what Thief COULD look like even if you can't actually play them as a level anytime soon. :) (that screenshot from OpenDarkEngine was intriguing)
- Kalo
New Horizon on 6/10/2006 at 22:10
Hmmm, this would likely prove difficult. Dromed is based on subtractive geometry, if I remember correctly, and Doom 3 is additive. Probably wouldn't be as hard if they used the same type of tech to build the geometry, but being on opposite ends of the spectrum...it would probably be quite the task. It's already possible to get the geometry into Doom 3 as a model though. The Dromed missions can be converted to an .obj file I think...or some format, I think it's documented here somewhere. At any rate, then you can just convert it to whatever modeling software you use, break it up in smaller chunks and texture it accordingly. I don't speak as an expert...just as an observer who has seen it done.
Gestalt on 6/10/2006 at 23:30
In order to get something workable you'd need to relight the levels by hand anyway, in addition to reportalizing and retexturing everything. You'd get much better results and save yourself a good deal of frustration by just rebuilding them from scratch.
OrbWeaver on 8/10/2006 at 18:50
Quote Posted by Kalo
Not necessarily loading the whole missions, just the polygons of the levels, to render them with 24bit textures and realtime lighting/shadows to look all pretty or base fan missions off of?
Not even remotely possible. You can't magically turn 8/16-bit textures into 24-bit quality, and how are you going to place lights when the original light positions have been irreversibly converted into baked lightmaps?
Any time spent on such as project would be better spent on producing new content, rather than burning it up on Yet Another Thief Remake Idea.
Volca on 11/10/2006 at 07:48
This is not gonna happen. I have written a converter to quake3 maps a year ago (which should be simmilar), but the whole level had to be wrapped in a big solid brick before doing CSG (Because of the subtractive/aditive base, As New Horison said). The result was quite nice, but not for a normal usage (huge quantum of geometry fragments that should not be there - not visible, but making the map huge).
(If somebody would like to take a look, I can send it by an e-mail.)