Search found 87 matches
- Mon Apr 15, 2013 4:48 am
- Forum: Drakan Level Editing and Game Mods
- Topic: Export Landscape
- Replies: 5
- Views: 18483
Re: Export Landscape
Loaded level "Hill of Fire" MP. Selected upper left layer. Exported. # Riot Engine Object version 2.1 name Landscape created by RIOT Level Editor materials 16 0 texture Texture314 1 texture Texture154 2 texture Texture152 3 texture Texture217 4 texture Texture226 5 texture Texture221 6 texture ...
- Sat Apr 13, 2013 8:25 am
- Forum: Drakan Level Editing and Game Mods
- Topic: Is it possible to extract character skin?
- Replies: 10
- Views: 26750
Re: Is it possible to extract character skin?
There is no option to export RECs or REOs of characters in Level Editor. The pseudo-REC of Arokh was created using debugger and it still do not contain correct matrices data (it uses database patcher to restore correct matrices after using this pseudo-REC look in http://www.arokhslair.net/forum ...
- Sat Apr 13, 2013 8:15 am
- Forum: Drakan Level Editing and Game Mods
- Topic: Export Landscape
- Replies: 5
- Views: 18483
Re: Export Landscape
Yes - as I remember you need to export textures separately (or make your own files with corrent names - you can read names and paths in the .REO).
Also no export textures with alpha maps - you need to generate alpha maps yourself.
Also no export textures with alpha maps - you need to generate alpha maps yourself.
- Sat Apr 13, 2013 8:12 am
- Forum: Drakan Level Editing and Game Mods
- Topic: Problem with Arohk
- Replies: 3
- Views: 16859
Re: Problem with Arohk
May be you insert Arokh as NPC or Animation Demo or other sort of object. You need to insert it with class Dragon or close as game character. Also it is good to make level archive available for download so may be anyone can load it into Editor and look what may be wrong.
- Sat Jun 18, 2011 2:52 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: 3DSMAX plugins
- Replies: 1
- Views: 3432
Heh - just 10 years passed and I was asked to build REO plugins for MAX2010. Here is the current build - ftp://fauser:365445@files.drakan.ru/pub/dev_tools/MAX/REO_MAX2010_plugins.zip They are successfully build with MAX2010 SDK and VS2008 but still not tested. Good if anyone will try to test and ...
- Sat Jun 18, 2011 2:36 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Drakan patch 445++, solving Alwarren and cutscene
- Replies: 43
- Views: 51903
- Sat Jun 18, 2011 2:27 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Drakan patch 445++, solving Alwarren and cutscene
- Replies: 43
- Views: 51903
About stuck in block bug - // Human specific flags #define HF_BLOCKING 0x00000080 #define HF_ATTBUFFERED 0x00000200 #define HF_HOLDBLOCK 0x00004000 #define HF_ALTATTBUFFERED 0x00010000 #define HF_GRUNTED 0x00020000 There is a function of the HumanContol class: void HumanControl::EndAttack() { int ...
- Mon Apr 18, 2011 6:09 am
- Forum: Drakan Level Editing and Game Mods
- Topic: The Trilinear filter and sound sample rate in riot
- Replies: 3
- Views: 7562
- Thu Feb 10, 2011 6:54 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Drakan patch 445++, solving Alwarren and cutscene
- Replies: 43
- Views: 51903
- Thu Jan 20, 2011 5:42 am
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Help: Select difficulty level in develpoper mode
- Replies: 3
- Views: 4285
- Sat Oct 02, 2010 8:21 am
- Forum: Drakan Level Editing and Game Mods
- Topic: Drakan patch 445++, solving Alwarren and cutscene
- Replies: 43
- Views: 51903
Well - as you made separate patch i recommend to include bug fix for 'stuck in block' bug. It exists in my "445SP1" patch. It was many years ago and i do not remember exact patch byte for it. But you can at least made file compare of Dragon.rfl patched and not. As i remember the key to bugfix is ...
- Mon Nov 09, 2009 8:26 am
- Forum: Drakan Level Editing and Game Mods
- Topic: Codename: Drakan 10th Anniversy
- Replies: 12
- Views: 12139
also that is definetly possible and may add to the Drakan:OOTF looking is DOF simulation... it is really hard to compute in realtime - but todays video card has much enough processing units for it... Drakan:OOTF runs nicely with many stereo-renderers so it definetly sends Z-coordinate of the all ...
- Sun Nov 08, 2009 8:35 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Codename: Drakan 10th Anniversy
- Replies: 12
- Views: 12139
also a task to check for hacker - as i remember it may be additional bug in RE - it can not use trilinear texture filtering if it even selected in RE options (just check it - when i try to select 'trilinear' filtering in drop-down list i got still 'bilinear' selected)... so it may be another point ...
- Sun Nov 08, 2009 8:13 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Codename: Drakan 10th Anniversy
- Replies: 12
- Views: 12139
- Sun Nov 08, 2009 7:26 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Codename: Drakan 10th Anniversy
- Replies: 12
- Views: 12139
>Are you sure Drakan uses internal T&L? we live with Drakan since 1999 and rememeber how it do not get any gain in performance when mirgating from pure texture-only-rendering cards (like Voodoo and S3 Sagave 3 cards) to some newer like Geforces and Radeons with hardware T&L blocks... also Drakan ...