A3 + A8 + Unity

Posted By: FBL

A3 + A8 + Unity - 10/13/18 19:11

I dug up some old A8 project which converts A3 levels to meshes. Now I added import scripts for Unity.
It is not quite finished yet (e.g. classic A3 ambient/albedo lighting still missing), but it comes surprisingly close to the original.

[video:youtube]https://www.youtube.com/watch?v=daXrBOkYnPM[/video]

Not that this is of much use, but I needed to do sth while being on sick leave... grin
Posted By: Redeemer

Re: A3 + A8 + Unity - 10/15/18 06:12

I wish I still had my old A6 projects around!
Posted By: MasterQ32

Re: A3 + A8 + Unity - 11/05/18 09:50

Hey Firo,

do you have a specification of the A3 level format? I'd like to write a generic WMB import library for gamestudio levels and it would be cool to also support older levels
Posted By: FBL

Re: A3 + A8 + Unity - 11/12/18 10:33

It is described in the A3 manual in detail.
http://server.conitec.net/down/a3p.zip

But you don't have a format like WMB. It's a mixture of script definitions and a very simple WMP format. Even when converting everything to Meshes (like I do with A3 Tools) there is no 100% solution unless you write a full WDL parser which is clever enough to detect moveable level parts.
Moveable parts can easily destroy any mesh triangulation and may need special treatment depending on what exactly is being moved. That's the point where I did not develop A3 Tools any further.

The problem is A3 does not use meshes - it's a Doom-style Raycaster. Doom had a predefined list of what could be done, making it easier to detect special cases. In A3 it's all done in WDL.
Posted By: FBL

Re: A3 + A8 + Unity - 01/06/19 12:02

During holidays I've created a compilation of every level which was in somewhat playable state of my old A3 project, Kandoria.

You can explore it online: http://firoball.de/unity/kandoria/

It is just run-through, no gameplay logics are implemented. Doors were made passable, perma-death pitfalls were covered with invisible plates.
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