FloweringHand posted:
Hey Virindi, nice work! I was wondering if you could point me in the right direction in terms of learning how you did the map generation of dungeons? I understand that the portal.dat has a lot of info on the dungeons and such. I would appreciate any reference you can provide.
Also, I think some of the geekier peeps would be interested in how you went about implementing some your cool tools like mapping, the new windowing interface etc... Any chance you could open source some of the mature code?
Thanks,
FH
For basic information about cell.dat, check out this page:
http://www.ugcs.caltech.edu/~dsimpson/ There is some source there...it may not be updated for ToD, but the ToD cell format is very close to the old one.
As for open source, I don't plan on doing that anytime soon. However, when the interfaces for Virindi Views are completed, I will release a toolkit that will allow any plugin developer to make their decal windows appear as Virindi Views.
You could even use them now, but they change a lot
As for the how, as of today Virindi Views manipulate DirectX manually by implementing the IDecalRender service interface. Services which implement that interface are given access to the game's Direct3D9 object. Previously, they were implemented in Decal Huds.
Speaking of updates, today's update brings a few improvements:
-The map now rotates to match the direction you are facing
-Window stacking works properly. Clicking a window that is behind another brings it to the front.
http://www.virindi.net/junk/dxviews5.png
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