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Xavier Arias Botargues

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About Xavier Arias Botargues

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  1. Xavier Arias Botargues

    How to build a circular wall in Box2D?

    Hi, my box2d is also very rusty, but you shouldn't need boxes if you only need the collisions to be against an edge. The question here is if the boxes (Non-AABB) will perform better than the polygon shapes. There's this website I used a lot, years ago, when learning box2d: http://www.iforce2d.net/b2dtut/fixtures I sent the link about fixtures, there you can read about PolygonShape; that's why I'd try first. Make sure to check the limit of vertices on the polygon shape. Also, about the circle, the idea sounds great, but I never saw anything like an empty circle shape on box2d, so I don't think you can get away with something that simple (even you should be able to, in theory). Cheers
  2. Xavier Arias Botargues

    Extract assets from an old windows (1998) game

    Just wanted to update you guys on my progress. I have been working on a extractor tool for Liberation Day's files. So far I've managed to export SMK (using FFmpeg as library) and MDB files (connecting to them through OleDbConnections). If anyone is interested, I've pushed the code on github. I still have 2 main challenges: DBI files and a big FF file. After this, I'll only need to code the game  :lol:
  3. Xavier Arias Botargues

    Extract assets from an old windows (1998) game

    @Norman Barrows, thanks to your message I've been able to open the SMK files and reproduce them as a video with MPLite Image of the interface reproducing as a video https://ibb.co/f0ULqa @conquestorbugged, I've been able to play liberation day on windows 10, can't tell if that will work for Fallen Haven. I'll PM you with my findings :) Have you made any progress on extracting any assets? I haven't said so on my first post, but I'm going to make the game open source and post it on github, in order to accept help and colaboration from any source. Anyone interested on it? So far there are 0 lines of code  :D
  4. Xavier Arias Botargues

    Extract assets from an old windows (1998) game

    Thanks for the reference to Xentax; i didn't know about it and it looks really interesting.
  5.     Hi everyone, as a hobby project, I decided I want to remake Liberation Day (), the second part of Fallen Haven (1st one seems to be more known). My main idea is to reuse all assets, so I only have to work on code-related tasks; at least for now. The game installer is installing DX5 and a very old version of DAO (3.5), so I'm assuming those are the main dependencies. I've been expecting a game like this to work through color palettes and 1-byte per color textures; especially since the game looks ok when ran at 256 color compatibility mode. In any case, I'm struggling to extract any assets from the game, I’ve tried to use Ninja Ripper, to extract used textures at runtime, but I’m unable to view the extracted textures through any viewer. I abandoned that approach and tried to open files from the disk and interpret them like textures, I’ve mainly been trying to interpret them as black and white 8bit textures, but here I have to guess, not only bit depth, but the texture width, height, so rows are correctly aligned. Game files that I’ve seen so far have the following extensions SMK, Inside a folder called INTERF, it seems to be the interface assets. DBI, inside a folder called IMGS. It should be in-game assets, like roads, buildings... MDB, inside multiple folders. Seems to be DAO files, but cannot be sure. That on it's own didn't gave any results, but had me code a tool on Unity to interpret a file like a texture and paint it on screen; if I later manage to get the assets right, they may be interpreted with this tool (as they will use palettes). Let me know if you're interested on the tool, I can upload it to github. I’ve found 2 files that look like palettes, but need to be correctly read to be used as such (PAL.BMP and PALCYCLE.PAL). After writing all this, I now realized that assets could be, not only packed, but compressed, and using palettes, a combination that may explain why i’m unable to see anything from this files at all. I also can take another look at files from ninja riper through the tool. So my main question here if there's any tools that can aid me at what I'm doing, any guesses from your side that may help me get to the right path? Thanks and sorry for the long post!
  6. Xavier Arias Botargues

    Is procedural animation by poses based on Overgrowth possible on Unity?

    Hi everyone,   thank you for your answers so far.   @RenzoCoppola @Khatharr I'm not currently searching for the standard way of animating through mecanim, we're already familiar with it on our company and have already used it on multiple titles. When you animate a main character the mecanim trees that you need are usually very big and you spend a lot of hours animating all that.   As mentioned on my initial post, the new approach mentioned on the video is really interesting because it could allow us to reduce time spent animating and still provide very compeling results. In fact, just having 2 poses as 2 animation clips and letting the linear interpolation animate it has good enough results, but we're looking for a way of having a better control, so we can have similar results to the one shown on the video.   @Hodgman: i'd love to avoid writing skinning from the ground up  :D Let's hope it doesn't come into that, since that will probably mean that is more cost-effective to have the animators handle all that animation complexity and not craft an animation system for this. Now that I have written this, it looks like that's what the overgrowth team did, since they seem to be using a custom engine or even not separating that as an engine at all.   @HappyCoder: how do you extract the pose info from the AnimationClip? The first naive approach that I can think about is: Play the 1st animation clip so the bone-tree updates with the current pose. Store the 1st pose by getting the bone heirarchy from the scene. Play the 2nd animation Store the 2nd pose Interpolate between the 2 poses by interpolating on script. The bad part about this is that we cannot use the OptimizeHierarchy https://docs.unity3d.com/ScriptReference/AnimatorUtility.OptimizeTransformHierarchy.html which would get rid of those gameobjects to get a nice performance boost on the CPU. It's become very standard for us to enable this on all skinned animations, specially on those that don't need any attachement (like swords, helmets... etc).   Thanks, Xavier
  7. Hi everyone, I've seen on a gdc video from 2014 (http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach) where a nice technique to animate characters (and other objects) is used by just using static poses, that will be interpolated to produce the animations. The dev that talks about this has used this on Overgrowth, an early access title on Steam. I don't know what the game is made on, but it's not made on Unity, AFAIK. I've been trying to approach that with Unity, since it looked like a good idea. In order to test this I thought I could animate a hand (e.g. that could be used in an FPS). I've generated AnimationClips with 3 poses (open hand, closed fist and pointing with index finger), so I can interpolate between them to get the animation of closing and opening the hand. I've put those clips into an Animator and got them to interpolate linearly between them. It looks OK, but I need to control the interpolation, so I can get the nice interpolations that can be saw on the video (around 7:00 and 8:00). In order to have better control, I set up a blend tree between the the open hand pose and the pointing pose and controlled the blending by code. This allows me to control the interpolation a bit, but still doesn't allow me to interpolate out of the [0, 1] range, as the blend tree seems to clamp it. I assuem that if I want to mimic what is shown on the GDC video at 8:00, I need to go out of the [0, 1]. I'm thinking that it may be that Unity is not exposing features for this to possible or nice to implement, since it seems like a non-standard approach to me. What do you guys think? Am I just overlooking the feature that will allow me to do that?
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