05-11-2012, 10:28 AM | #251 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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DOSBox is the only solution.
http://www.abandonia.com/vbullet/showthread.php?t=22241 http://www.abandonia.com/vbullet/showthread.php?t=14406 |
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28-11-2013, 10:53 AM | #252 | ||
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New tracks for Ignition !
I would like to model a new track but I don't know if it would be possible , as far as I know it's not mod-able and the file formats are proprietary ! Do you have any info on that ?
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19-12-2013, 06:30 PM | #253 | ||
Join Date: Feb 2004
Location: Agalli, Albania
Posts: 1,021
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will this version work in wine? do i need to run setup or what? i can't get it to work in dosbox. i mean it starts and is loading (ladding) but nothing else happens.
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Crantius Colto: Fear not. You are safe here with me. Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not! Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear. Lifts-Her-Tail: But it is huge! It could take me all night! Crantius Colto: Plenty of time, my sweet. Plenty of time. From The Lusty Argonian Maid by Crassius Curio found in TES3: Morrowind |
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19-12-2013, 10:49 PM | #254 | ||
Join Date: Aug 2007
Location: Dixmuide, Belgium
Posts: 2,767
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Yes.
Yes, same as in windows. Quote:
Quote:
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Not a member of The Victorious People's Shoutbox Liberation Army. Not a member of the GAG Guerrilla. Don't get A Grip! FOR RENT *Advertising space* |
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31-12-2013, 05:08 PM | #255 | ||
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Ignition Bug.
http://imgur.com/mUzRrHY.
It keeps appearing blue borders around GUI and I don't know what to do. I'm using the 3Dfx version, with dgVooDoo 1.40+. Can someone help me? |
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09-01-2014, 11:22 PM | #256 | ||
Join Date: Jan 2014
Posts: 2
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Quote:
So far I'm able to import enough formats to load the world and cars meshes into Blender, and properly textured, as you can see on the screenshots below. There's no export for now, but writing the export counterpart of an existing import code would only be a matter of devoting time to do it. The JAPAN track: All the cars: Well, for now I have no definite plan to go really further, but I thought the info could be worth being shared here anyway. Oh and BTW, on the Ignition page of Wikipedia we can read: Quote:
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23-01-2014, 03:56 PM | #257 | ||
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New Car?
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I already played the game and unlocked all of it cars and levels. But that one, never got it. |
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23-01-2014, 05:54 PM | #258 | ||
Join Date: Jan 2014
Posts: 3
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I'm not really sure anymore what exactly you have to do to unlock it, I think you just have to beat the championships in all difficulties? @jigebren: Thats incredible work you did there, I'd love to get some more insight of the game's file structures (and of course the plugin itself) :P |
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24-01-2014, 02:37 AM | #259 | ||
Join Date: Jan 2014
Posts: 2
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Yep, that car is actually called Ignition and it's available to you after completing Mirror Championship, as you can see on this page.
Quote:
It would be too long to explain the files structure right now, but here's a summary of what I currently know: COL: The colors palette. Format known. MSH: The world meshes (including moving objects). Format known, except Flags still unknown. PAN: Format unknown. PIC: An image. Format known. PLC: The position (and probably flags) of the MSH meshes. Format known, except Flags still unknown. POS: Data for the moving objects. Format unknown. SHD: Unknown. SRF: Unknown. TAB: Unknown. TEX: The textures. Format known. TRI: Likely the racing line. Format unknown. Well, as I said I have not real plan for the plugin for now, but if there's some interest for it, and if I have time (and motivation) to polish it I'll think about sharing it. For now all the format marked as known above can be imported in Blender, and can also be dumped to a text file. The unknown flags can be displayed as well, which may help to understand their purpose. Anyway as you can see, though the main formats are known there's still a lot to discover... And as long as some formats are still unknown there's no hope to replace an existing track by a user creation, making the plugin almost useless. But if anyone is able to understand some of the remaining formats structure (I use to use a simple hexadecimal editor for that) I'd be curious to hear about it |
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24-01-2014, 09:19 AM | #260 | ||
Join Date: Jan 2014
Posts: 3
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Thats very interesting, I'll try to look into some formats myself though I'm currently pretty busy so it might take a while for me to do.
Also after a quick look it seems like there are a _lot_ more file formats in the overall game (like LFT, BTZ (config files for the game?), PSQ, CDP, etc) but I guess we should focus on the levels first? There's also one level file format that you didn't mention, TFX. I guess thats some additional file to TEX? Anyway, some things that come to my mind which are missing for the level would be Sound information and AI related things (though I don't know if thats included in the racing line information). |
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