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Showing content with the highest reputation on 05/04/2024 in all areas

  1. Here is a preview for some of the fences I am hoping to work on. I don't think I will be doing all of these pictured, some were more experimental. The 'red rocks' were inspired by the exhibit area of the same name at the Saint Louis Zoo. The black chainlink fence is inspired to look like an aviary fence. I've also always wanted some dark colored concrete fences and a rock wall with glass instead of bars, although that is the most ambitious and difficult concept. I tried very hard to make my attempt resemble the ingame rock wall while still having a glass area closer to the plexiglass fence but it doesn't quite feel right.
    3 points
  2. Oh yeah absolutely. The benefit of disassembling ZT1 is how old the code is, so in some ways we don't have to deal with too many weird compression or encryption hoops. I've been dreading reversing any 3D game code though. The closest I've gotten is trying to update your BFB scripts, but I haven't ventured out of your notes yet to do my own poking. It would be cool to crack the object model structures. Anyway props to you too. Disassembly for 3D games, especially the newer ones in 64 bit, is not easy!
    1 point
  3. You know the dreads of disassembly! I assume these modern optimized shader instructions I've dealt with are even meaner than the ZT1 stuff, and more obfuscated. I have a nice prototype of the anim decompression code but it goes wrong on a few cases, which means debugging, debugging, debugging... It was the first time ever I had to resort to disassembly and a debugger, and it's a total PITA, so kudos for doing that regularly for openZT and EMU stuff!
    1 point
  4. Incase any of you are interested, we have finally cracked the animation format of cobra engine games (Planet Zoo, Jurassic World Evolution 2), so rendering their models to sprites is now feasible.
    1 point
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