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7th May 2015, 08:51 PM
#9
1/
I didn't notice there were HQ drawings for the non-prototype tracks 
2/
For WO3, see my final release of the tools:
https://github.com/aybe/WXX-Rebirth/releases/tag/latest
They will also work for Wipeout 1/XL (for CMPs and TIMs), make sure to see the README.TXT first !
3/
I haven't really made any progress in WO3 beside fine-tuning and finishing the above tools, like I've seen you enhancing the WebGL experiment recently, I am focusing on it to get WXX-Rebirth on par with it first.
I've finished the loading of textured models and the surroundings such as packing textures:
snap0824.png
snap0825.png
snap0823.png
I am close to get the same LOD that there's in the experiment, the next big step in comparison to the experiment will be to object-ify scene objects so they can be used in a game.
4/
Regarding formats of Wipeout 3,
- I'm pretty convinced the vertex data is the same since it's on PSX
- Objects now are presents and there should be indices pointing to them, unpack a track's PBP and search for strings such as CUBE, you'll find them
When you unpack a PBP you will see that:
- 4 small files with lots of blanks
- probably track-related data
- track vertices
- probably billboard stuff since textures are right after
- track sections or something
- track textures
- 2 groups of ship-related data (depends though)
Do not hesitate to share your findings or ask for help, multiple pairs of eyes are likely to help in deciphering all this mess.
5/
Basically once I reach about the same rendering as in the experiment I will take some time for WO3.
PS: in the WebGL experiment, do you know what the track faces and sections are representing ? thanks
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