Topic: Surpassed the setbacks, and Future plans as of 12-26-2012
Well guys, I have really made lot of progress, There are over 35 Levels that have been ported over from DEF format to my modeling format, and than cleaned up.
I've done some live streams for some of the clean up process. Catch the recordings here.
Also... are there Any musicians out there?
I'm looking for some custom tunes to go with the custom levels that will be produced after the AXSX def version game is released.
Yes thats right ! ! !I've desided to make 2 versions of Xtreme,
#1 (AXSX Light)
Exclusively DEF file version containing all of the official Levels and test levels,
( doing this so that it weeds out bad layouts from the main game) ( think of this more as a huge tech demo, as thats how far the official game got, at least in my opinion looking at the assets )
Game containing the boss engine and custom zones.
(I'll be attempting to expand on the existing content that I've re-created in the past from magazine scans, video's, and incorporate + Expand on some of the def files making them longer zones.)
(The light version will also be in here as an optional bonus or un-lockable err or something)
Anyhow, I'm officially done cleaning up the Ported Def file models ( Thanks to SANiK for the tool), And man was it a real bitch ,
(Some of you may have caught my live feeds, if so than you could probably see how tedious it was to clean up over 35 levels by hand poly by poly.
Most levels had between 2000 to 4000 polygons each) thats a hell of a lot of clicking !
Next step is to texture the ported def files, this is where we will have to get creative as textures were never ever assigned to most of the levels.
( not all the def files were texture-less mind you, don't worry these will stay intact.
You can read up on this over at http://www.senntient...pic.php?id=1870
After Texture work is done , than the winding 3D Path bridges as seen the Youtube videos will be worked on,
( thanks to NeKit for the tools used to get the path vertex point locations exported)
This tool is a real break-threw as it shows basic rough shape before subdivisions.
Points are missing from the shapes, it seems the non leaked official game engine added a sort of subdivision to the paths( basic shapes) that we can not see in the def files.
therefore much of this will be guess work. however it will visually be very close.
Well maybe we can see them in the def files as in HEX dumps, but no way to see how the engine would have used the data. since we don't have the engine
After the winding path crap is done , comes bringing the levels into the game engine, setting up udk materials, programing enemies and gimmicks,
finally beta testing, than releasing,,, not sure how long this is going to take....
sigh,, it may be a little longer than what I want to spend on this light version of the game.