Online KZ WR viewer
Didn't know where else to put this but here. So, I've embarked on this project to enable viewing World Records online. So far, this is the result: WR Online viewer.
If anyone is interested in helping, please let me know. The technologies that I need help with are: javascript and HTML for the rendering, C++ for the toolchain and C# for the future online collaboration stuff. Everything is open source and can be found at GitHub.
Special thanks to eDark for supplying me with the code for extracting player paths and fixing my camera a bit (still not 100% sure it is right, though) and spr1n for hinting where to find all the textures for the map.
As you can see, this is still heavily under development and it can be improved a lot.
My vision also includes the following:
* view WRs
* view any demo possible, including trick jumps
* mark trickjump on the map in free view mode and show it to friends
So, check it out and please give feedback :)
Cheers
cool and what about sound?
Sound requires additional research. I need to extract the sounds from the HL engine and know when to play which sound. In the meanwhile, play anything you like :D
That's just awesome!
how long does it take you now to transport a run into the viewer?
again amazing work m0ver, this could be one of the most important tool xj and the whole kz scene ever featured.
It takes a few minutes but it can be automated :) I am working on that currently.
cool idea m0ver, higher FPS will be nice.
Originally posted by m0verIt takes a few minutes but it can be automated :) I am working on that currently.
A few minutes for transporting sounds great but if I took it correct, to get the demo working you need to have textures for each map (and maybe something else?) which might be problematic? Just wanna figure out the whole process from start to finish to identify if it could actually alternate movies.
Other than missing ground textures on lighthops and static elements that aren't supposed to be such, I think you haven't done very good with camera as in all demos they look too much at the ground which is kinda unlikely to the original demos. Btw Lolz' demo isn't working.
Very good initiative m0ver, hope you'll find someone to help you :)
There are zero optimizations so far so it may lag on the older computers. Can you tell me your computer specs and browser name and version?
thats amazing, im impressed.. keep this going
however, stuff i think could be useful
- some menu like the demoui from cs
- sounds some time soon (i did see the comments above)
- weapon models if possible
- another section with battles where you can choose 2 demos and they're being played like a battle movie.
would be crazy if you somehow managed to do these things
Originally posted by BeginnerThat's just awesome!
Originally posted by kzru`ShoCkOriginally posted by m0verIt takes a few minutes but it can be automated :) I am working on that currently.
A few minutes for transporting sounds great but if I took it correct, to get the demo working you need to have textures for each map (and maybe something else?) which might be problematic? Just wanna figure out the whole process from start to finish to identify if it could actually alternate movies.
Other than missing ground textures on lighthops and static elements that aren't supposed to be such, I think you haven't done very good with camera as in all demos they look too much at the ground which is kinda unlikely to the original demos. Btw Lolz' demo isn't working.
Very good initiative m0ver, hope you'll find someone to help you :)
Yes, you are right about the textures. They are not so easy to extract and get correct. You can even notice that some places have invalid textures in risk_forgeblock (and not to mention lighthops).
Also, camera is...how to say it, a little to close to the floor and unrealistic. I am still not sure how to handle all this to be perfectly honest. Extracting textures from the map can be done with GCFScape.exe, but maybe something is in some wad files. I am not sure since I don't know the Half-Life engine that well. Also, some static entities should not be visible (as you've noticed) and some should be animated.
My learning process so far is "guessing" so this is the best I could come up so far so fast :D Maybe as the time goes by...
Originally posted by kaynethats amazing, im impressed.. keep this going
however, stuff i think could be useful
- some menu like the demoui from cs
- sounds some time soon (i did see the comments above)
- weapon models if possible
- another section with battles where you can choose 2 demos and they're being played like a battle movie.
would be crazy if you somehow managed to do these things
Battles need to be synced which presents an additional problem, but they are doable :D
I will add progress info for loading and demo playback controls in the next version :)
That's an awesome project! Really looking forward to it. But you need to work on the view mode. The sensivity just kills me!
Awesome project indeed, never quit helping out the KZ scene, huh mover?
Great effort you put there! :)
http://www.sendspace.com/file/wv1lfe
With this you can extract the textures into 1 wad.
You can find a lot of interesting stuff about maps/mapping here http://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?238522
That won't help, I need to use bitmaps or JPEGs/PNGs. But thanks anyway.
After you extract the textures in 1 wad....Run Wally and open the wad with your textures and then export them out in what format you want:)
I already use GCFScape.exe for the same procedure.
Yes, you are right about the textures. They are not so easy to extract and get correct. You can even notice that some places have invalid textures in risk_forgeblock (and not to mention lighthops).
Also, camera is...how to say it, a little to close to the floor and unrealistic. I am still not sure how to handle all this to be perfectly honest. Extracting textures from the map can be done with GCFScape.exe, but maybe something is in some wad files.
I dont know..i thought you cant extract very well and this is why i said about "textract" and Wally ...i have all texture from risk_forgeblock in the wad after extracting without any problem...
I thought you say you cant extract every texture from map:)
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