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Everything posted by ripa

  1. I'll just pop in here to say 'congratulations' and 'good work'
  2. I didn't test dxwnd yet, but can it preserve fullscreen mode but with a different video mode? If not, that feature could be implemented since it's open source... edit: never mind, of course it's not that simple. If the fullscreen video mode was forced to something else, the game's graphics would be altered (and probably not work at all). I just found out dgVoodoo supports DirectDraw and old DirectX. Maybe it has some built-in scaling functionality.
  3. Slippery No blaster bolt shall pass. Best thing about GoldSrc is cl_gibcount & sv_gravity.
  4. Cool! Your maps include the road edge marker sticks and some of the tiles that were missing in my maps. Good job!
  5. Final set of files. Add-on disk courses 4 and 5. disk-course5.zip disk-course4.zip
  6. Third set: add-on disk courses 1, 2 and 3. disk-course3.zip disk-course2.zip disk-course1.zip
  7. Second set of files: courses 4, 5, and main menu. mainmenu.zip course5.zip course4.zip
  8. Here you go. First set of maps (sorry, max 3 attachments per message, max 256 KiB / attachment). course3.zip course2.zip course1.zip
  9. Here's the maps from the add-on disk. There's several missing pieces in all of them. I think some of them are actual missing data - if you drive to those spots in the game, the car starts to sink into the ground. Others are missing props like bridges. I'll leave it up to Komojo to crack the problem of decoding those properly. I'll upload a ZIP file with the 3d .objs later. Veyrdite: incidentally I also found a way to get rid of the F6 nagging: patch these instructions with NOPs (90h) 0B4D:135C push ax 0B4D:135D call far ptr subr_37C8 0B4D:1362 add sp, 2 Ross: just "ripa" is fine
  10. Great job Komojo! I think you've solved the hardest part. The map layout should be a simple 32x16 table of 2-byte little-endian words. Each word encodes the elevation of a tile, rotation of the tile, and the type of the tile. The elevation should be ((word & 0x3F00) >> 8), the tile type index should be (word & 0xFF), and the rotation bits should be (word >> 14). Memdump-to-obj.py is attached. Sorry that it's a steaming pile of crap (but it worked edit: These should be the offsets to the map layouts. I found them by searching the DAT files for the map layout data that I got from the memory dumps. DATAB.DAT 0x216e2 main menu SCENE01.DAT 0x1031f course 1 0x1a2ab course 2 0x1c3f8 course 3 0x21644 course 4 0x23791 course 5 SCENE02.DAT 0x1022c cape cod course 1 0x2166e cape cod course 2 0x26352 cape cod course 3 0x2849f cape cod course 4 0x2d95b cape cod course 5 For example, course 1 corner tile is bytes 2a 01 at SCENE01.DAT:0x1031f. Tile type (index) is 2a, elevation is 1, and rotation is 0. memdump-to-obj.zip
  11. I uploaded the ZIP archive to Sendspace again. I didn't actually crack any of the file formats of the game. Instead, I executed the game in debugger-enabled version of Dosbox and dumped the memory after the game had loaded each track. The Python script included in the archive should be able to extract the track 3d data in .OBJ (+ .MTL for color) format from each memory dump. I used IDA Free 5, Dosbox debugger, and Bitmap Memory Debugger ( http://www.theycamefromhollywood.com/bmd/ ) to discover enough information about the internal data formats used by the game to be able to write the Python script. Here's some copy-pasta of a PM I sent to someone else:
  12. Yeah, FileDropper sucks. I can't download the file any more either. Let's try sendspace: https://www.sendspace.com/file/9ce6o5 As for the .OBJs. All I can recommend is to try importing the files in Blender. You can export to you favorite format from there. edit: re-re-uploaded to Sendspace edit2: sendspace sucks - OBJs available at viewtopic.php?p=227814#p227814
  13. I only managed to extract the terrain data - no props like houses, traffic signs or cows. I think tree placement is random anyway. If anyone else wants to take a stab at extracting the props, I can post some technical info about the game. I tried that already, but unfortunately the exact same script I used for extracting the standard race courses did not work out of the box. It's probably not difficult to adapt it for the expansion disk race courses, but I need to take a break from this hacking. I re-rendered the overhead maps without the directional light source. The colors are now saturated and flat. I used averaging for extracting the dithered colors. I included the new renders as well as the old ones in the following ZIP file as lossless PNGs. Feel free to submit them to VGmaps! Also, the 3d files are included (Wavefront OBJ format), as well as the Python script I wrote for extracting the data from the game (but I doubt it will work for anyone else). I hope FileDropper doesn't suck. http://www.filedropper.com/td3-maps Cool!
  14. As promised, here's the rest of the race courses. Renders and maps done in Blender. Order is: course 1, 2, 3, 4, 5, and finally main menu. As you probably notice, the maps repeat infinitely, which is why you can endlessly drive straight on that highway on course 3. edit: Switched to thumbnails.
  15. Check this out Ross and anyone else interested in game cartography! I'll upload renders of other tracks and overhead maps too later.
  16. I would also like to congratulate/thank you for picking a very good choice for the first game to review. Like One Must Fall 2097 and a few other games, for me Tyrian is the kind of game that I revisit from time to time. There's an incredible amount of replayability. In addition to all the cool stuff you showed on the review, there's also the arcade mode with even more (!) ships, weapons (e.g., Widget Beam), and power-ups. 2-player mode with one on the keyboard and the other on the mouse was also awesome back when network gaming was not widely available. Flying two different ships simultaneously and being able to dock into a combo fighter with a turret was awesome. I especially appreciated your segment on the music. I still listen to Tyrian's soundtrack from time to time using WinAmp AdPlug plug-in, and I rotated some tracks as my phone ringtone I was surprised you did not mention the built-in real-time Scorched-Earth-style game. I.e. a completely different hidden game in Tyrian! It's pretty fun against another player. I look forward to more Game Dungeon (and Freeman's Mind and Civil Protection) episodes! Good luck with the new series!
  17. Open Crafty, go to File System Browser, and open a map. Then go to Setup, Options, Exporting, and set Material Type to Textures. Finally, do File, Export, and export the map as .OBJ into c:\misc\maps\.
  18. Here you go: http://www.megaupload.com/?d=XGDILX0Q (feel free to suggest better upload sites) Copyright is obviously Valve's, but I hope they don't mind. You'll have to extract the textures yourself with Crafty (http://nemesis.thewavelength.net/index.php?p=45). The blender file expects them to be in c:\misc\maps\. For example, you should have a file called c:\misc\maps\c0a0\c0a0_material_0.tga. At the end you should have 6789 texture files altogether. Here's a list of all the map sections (would put the list behind a spoiler tag but it doesn't exist): c0a0, c0a0a, c0a0b, c0a0c, c0a0d, c0a0e, c1a0, c1a0a, c1a0b, c1a0d, c1a0e, c1a1b, c1a1c, c1a1d, c1a2, c1a2a, c1a2b, c1a2c, c1a2d, c1a3, c1a3a, c1a3b, c1a3c, c1a3d, c1a4, c1a4b, c1a4d, c1a4e, c1a4f, c1a4g, c1a4i, c1a4j, c1a4k, c2a1, c2a1a, c2a1b, c2a2, c2a2a, c2a2b1, c2a2b2, c2a2c, c2a2d, c2a2e, c2a2f, c2a2g, c2a2h, c2a3, c2a3a, c2a3b, c2a3c, c2a3d, c2a3e, c2a4, c2a4a, c2a4b, c2a4c, c2a4d, c2a4e, c2a4f, c2a4g, c2a5, c2a5a, c2a5b, c2a5c, c2a5d, c2a5e, c2a5f, c2a5g, c2a5w, c2a5x, c3a1, c3a1a, c3a1b, c3a2, c3a2a, c3a2b, c3a2c, c3a2d, c3a2e, c3a2f
  19. I thought Freeman's Mind fans might find this interesting. I made it a while ago by pasting together the map sections in Blender 3D. The map loses continuity at the point where Gordon gets clobbered, so the relative position between the two sections is arbitrary. Also, there is a transition between sections when Gordon is in an elevator, so I was free so select the vertical distance between the parts (i.e. the height of the elevator shaft).
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