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I'm doing something similar on Unity4.5 for SS1 and the Underworld games as discussed over here and here. Looking forward to seeing what you come up with and seeing whatever info you might have documented. My own code/model export isn't the best or neatest but it works so feel free to look at it for your own research.
Kewl. That's pretty interesting. I wonder if a simple tile-based editor like Tiled could export to the SS1 format so Unity could re-import using your script. Interesting concept for making custom levels using your importer script maybe?
Have you considered using or having as an option "Point" in the Unity texture import settings? Gets rid of the filter blur on the textures giving the crisp pixels of the original.
I'm slowly making progress with trigger graphs. Only one of the used trigger actions is still unknown (0x15) and most of the others need implementing. Some of those will be hard to implement (Type change and class data change).
Texts are currently using point sampling because they are so low resolution.I'm thinking about implementing something like this to improve the text quality.
Stop calling textures "text". That word already means something in computing. In fact you're looking at examples of that word right now. So here's a low-resolution text. And here's a way to improve text quality.
I'm pretty certain trigger action 0x15 is action awaken (per ssspecs.txt). If I remember correctly it's used on Level 1 to awaken the sleeping drones within a certain ranged of tiles after you destroy the computer hub.
Yes I found out that myself yesterday and have partially figured out the data. The area of objects to awaken is rectangle calculated from two game object's positions. Where can I find that ss-specs.txt? The one I'm using doesn't have 0x15..
ACTION_DO_NOTHING 0 ACTION_TRANSPORT_LEVEL 1ACTION_RESURRECTION 2ACTION_CLONE 3ACTION_SET_VARIABLE 4ACTION_ACTIVATE 6ACTION_LIGHTING 7ACTION_EFFECT 8ACTION_MOVING_PLATFORM 9ACTION_TIMER 11 ACTION_CHOICE 12ACTION_EMAIL 15ACTION_RADAWAY 16ACTION_CHANGE_STATE 19ACTION_AWAKEN 21ACTION_MESSAGE 22ACTION_SPAWN 23 ACTION_CHANGE_TYPE 24
There is Z-fighting problem with texts on walls. I need to find good solution for those...
Textures and sprites can look messy because of texture compression.