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A3 + A8 + Unity #474422
10/13/18 19:11
10/13/18 19:11
Joined: Sep 2003
Posts: 9,852
F
Firoball Offline OP
Senior Expert
Firoball  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,852
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

Re: A3 + A8 + Unity [Re: Firoball] #474429
10/15/18 06:12
10/15/18 06:12
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
I wish I still had my old A6 projects around!


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: A3 + A8 + Unity [Re: Redeemer] #474769
11/05/18 09:50
11/05/18 09:50
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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


Visit my site: www.masterq32.de
Re: A3 + A8 + Unity [Re: MasterQ32] #474901
11/12/18 10:33
11/12/18 10:33
Joined: Sep 2003
Posts: 9,852
F
Firoball Offline OP
Senior Expert
Firoball  Offline OP
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Joined: Sep 2003
Posts: 9,852
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.

Re: A3 + A8 + Unity [Re: Firoball] #475742
01/06/19 12:02
01/06/19 12:02
Joined: Sep 2003
Posts: 9,852
F
Firoball Offline OP
Senior Expert
Firoball  Offline OP
Senior Expert
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Joined: Sep 2003
Posts: 9,852
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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