Archivo de enero de 2019

DreeRally: 3d system implemented!

Hi all!

As is always happening in recent weeks, the advances in the future are still many :).

This time the part I have reimplimented is the 3d system in the race. This system consists of 3D elements and textures that are painted on some of these objects.

The truth is to see the 芦simplicity禄 of the solution, since the 3d objects are only polygons painted in one color and in the upper part a texture is incorporated, the solution looks very good.

After several weeks of work with a lot of help from Simone (thank you very much) we have been able to understand how it works and thus be able to reimplement it (it is at 99%).

I leave a video of how the development is currently:

Throughout the following days, the specification of the 3d system files of the game will be added to the project wiki.

Greetings to all.

Dreerally: first complete race with IA rivals

Hi!, good news from here,

I have started to rewrite the IA module and you can see the first results! :). Here is the first complete race for the IA players (they win me 馃檨 ).

This situation confirms the information published on the wiki about circuit files (https://github.com/enriquesomolinos/DreeRally/wiki) with one modification. THe OHI file is not the optimal way, this file contain the routes to ovaertake other players, or to avoid mines, so this file allow IA players to modify the optimal route defined in the file LR1.

 

Death Rally: file formats explanation

Hi all, Due to my last post about the advances in the graphic engine and the lighting system, I have spent some time documenting all the types of files that intervene in the game.

For each of them I have explained in a quick way how to read them. In this way I can say that, except for the texture text of the circuits TRX_SCE.BPK, the rest of the files already understand the information they have, and I also know what and how they are used in the game.

I leave the link to the project wiki where I will be adding more information:聽https://github.com/enriquesomolinos/DreeRally/wiki

 

I hope this information will help you.

Lighting system

First of all, I wanted to wish a happy new year to all the Death Rally fans.

To start the year, I have a good news: the lighting system of the game has been fully implemented, with some bugs that can be corrected in the future, but we must bear in mind that the format of the files has been deciphered.

The lighting system is defined by the TRX_SHA.bpk file of each circuit. This file is composed of three-dimensional points (the z-coordinate is not used, but it seems that there was a forecast to use it according to the source code), and by triangles that are defined by these points.

Then externally a mask is applied to the colors (they are 8 bits) that the only thing that does is add to those 8 bits the value of the mask.

There are two masks: the file VARJO.bpk, which is used for shadows, and the file TRX_LIT.bpk, which is used to illuminate the headlights of the car (depending on the circuit the headlights can illuminate differently). As an anecdote, the light of the headlights of the car, although it may seem a lie, is defined by three triangles!

Then I leave in format table the shadow file format:

 

| Offset (byte)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 | Size (bytes)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽| Information
|0聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|number of points
|4聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|number of shawdows
|8聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4 *number of points聽 聽 聽 聽 聽 聽 聽 聽 聽 | x coordenate
|12+(4*number of points)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽|4*number of points聽 聽 聽 聽 聽 聽 聽 聽 聽 聽| y coordedate
|12+ (8*number of points)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 |4*number of points聽 聽 聽 聽 聽 聽 聽 聽 聽 聽| z coor. (zero values, not used)
|12+ (12*number of points)聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 聽 |4*number of shadows聽 聽 聽 聽 聽 聽 聽 聽| index to search x, y coor of the first point of the shadow
|12+ (12*number of points) +(4*number of shadows) |4*number of shadows聽 聽 聽 聽 聽 聽 聽 聽| index to search x, y coor of the second point of the shadow
|12+ (12*number of points) +(4*number of shadows) |4**number of shadows聽 聽 聽 聽 聽 聽 聽| index to search x, y coor of the third point of the shadow

And finally I leave the video where you can see how the shadows look in Dreerally.

The next step is to decipher the specific textures of the circuits.

Greetings to all.

Development status
Shrieker
Sentinel
Polls
Sorry, there are no polls available at the moment.
Donate

Help us to mantain this web and develop DreeRally