Drakan Remake by YanGez93

Anything to do with Drakan level editing and modifications, post it here! Also this is the place to tell us about your new levels and get player feedback.

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Morell
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Re: Drakan Remake by YanGez93

Postby Morell » Thu Jul 13, 2017 1:10 pm

If you have some models, please send me, any form of help will be usefull.
There are some mdoels in obj format higher in this threat, hidden somewhere among your pictures. :lol:
Anyway, if you wish more of my papercrafts reversed to models with correct UV map, write me, I have tools for that. Pepacrua things, that unfold is cool UV map, pretty wrong idea.
I know a bit about programing, but bit more about building levels as I was playing with warcraft 3 map editor, the best one I ever worked with.

And model conversion is always itching. I still cannot move models between 3DS MAX and Blender. However obj file format should be fine, along with 3ds for statics. However fbx, no matter it is open souce format comes in multiple versions and is problematic. But most model convertions, even just mesh, are problematic. I know it too well, when I crate papercrafts from game models. Right now I was digging in DOTA 2 model resources, some are nice. I would love to know their fbx type, because it seems to be the best one, all my programs import it total correct.

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Re: Drakan Remake by YanGez93

Postby UCyborg » Sat Jul 29, 2017 11:40 pm

Would be easier if you weren't one-man army, huh? Regarding cutscenes, they also had voice actors. BTW, the textures in recent screenshots, are those freely available on the internet?
"When a human being takes his life in depression, this is a natural death of spiritual causes. The modern barbarity of 'saving' the suicidal is based on a hair-raising misapprehension of the nature of existence." - Peter Wessel Zapffe

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Re: Drakan Remake by YanGez93

Postby Morell » Sun Jul 30, 2017 5:30 am

I don't know about the textures, but as far as I understand, as long as no money earning is involved and you at least claim not being author of things you are not, there shouldn't be any problem.
About the sounds and voices, they are not on net, but getting them clear from the game should be easy. If you have drakan game, simply instal editor too. It will allow you to open game files, see textures (exports (only) non alpha ones as BMP), see 3D models, play all sounds used in game. (Didn't try to export them, but it is worth the shot, if it won't work) Good is that you can record the sounds perfectly clear with editor.

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yangez93
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Re: Drakan Remake by YanGez93

Postby yangez93 » Sun Jul 30, 2017 10:58 am

Ah OK, I was under the impression you had more done but point taken.
I think there is good point thinking about deadline. If all levels , some dragon animations, basic NPCs will be completed i will make game at least playable
There are some mdoels in obj format higher in this threat, hidden somewhere among your pictures. :lol:
Anyway, if you wish more of my papercrafts reversed to models with correct UV map, write me, I have tools for that. Pepacrua things, that unfold is cool UV map, pretty wrong idea.
I know a bit about programing, but bit more about building levels as I was playing with warcraft 3 map editor, the best one I ever worked with.

And model conversion is always itching. I still cannot move models between 3DS MAX and Blender. However obj file format should be fine, along with 3ds for statics. However fbx, no matter it is open souce format comes in multiple versions and is problematic. But most model convertions, even just mesh, are problematic. I know it too well, when I crate papercrafts from game models. Right now I was digging in DOTA 2 model resources, some are nice. I would love to know their fbx type, because it seems to be the best one, all my programs import it total correct.
Your models are very helpful. I actually know little bit about blender so I can make UV map of models manually but I'll have to learn how to make bones and animations. Please make conversion of wartoks and orcs, these are basic ground NPCs so I can at least make this game much more difficult ;) I tried make simply orc but I failed xD But I will definitely do NPCs maybe it'll takes more time.
Would be easier if you weren't one-man army, huh? Regarding cutscenes, they also had voice actors. BTW, the textures in recent screenshots, are those freely available on the internet?
Yes, making whole game alone can be difficult, i cannot imagine me writing game engine from scratch, fortunately there is Unity ;) Textures are from original Drakan, rocks and boulders are from free assets but I put original drakan textures. If you'll make normals, height map, occlusion, secondary maps to textures then I'll be much more pretier. Voices will not be a problem because I'll just export from Drakan (unless I'll change ending ;) )
I don't know about the textures, but as far as I understand, as long as no money earning is involved and you at least claim not being author of things you are not, there shouldn't be any problem.
About the sounds and voices, they are not on net, but getting them clear from the game should be easy. If you have drakan game, simply instal editor too. It will allow you to open game files, see textures (exports (only) non alpha ones as BMP), see 3D models, play all sounds used in game. (Didn't try to export them, but it is worth the shot, if it won't work) Good is that you can record the sounds perfectly clear with editor.
Of course project is absolutely free. Unity has some rules about earning money of completed game but I don't care because I dont want to earn money from this.

There I post some new screenshots, I started Alwarren and Flame Sword cave ;)

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Re: Drakan Remake by YanGez93

Postby UCyborg » Sun Jul 30, 2017 1:16 pm

I was only concerned if the voices have to be recorded from scratch for the remake for legal reasons. But if some assets from Drakan can be re-used, that's one less obstacle I suppose. Though the only way to get sounds out of the editor is by playing them and having them recorded with some sound recording software because devs apparently forgot to add export option for sounds.

What you've accomplished so far looks promising, so I wish you good luck with the project and hope you manage to stick with it.
"When a human being takes his life in depression, this is a natural death of spiritual causes. The modern barbarity of 'saving' the suicidal is based on a hair-raising misapprehension of the nature of existence." - Peter Wessel Zapffe

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Re: Drakan Remake by YanGez93

Postby Morell » Sun Jul 30, 2017 1:59 pm

I was only concerned if the voices have to be recorded from scratch for the remake for legal reasons. But if some assets from Drakan can be re-used, that's one less obstacle I suppose. Though the only way to get sounds out of the editor is by playing them and having them recorded with some sound recording software because devs apparently forgot to add export option for sounds.

What you've accomplished so far looks promising, so I wish you good luck with the project and hope you manage to stick with it.
Yep, editor only exports static objects and non alpha textures, but it is still nicer to get sounds with nothing playing with it and having all the sounds you want and need without getting to them in the game.
I have some weapons papercraft, succubus, blade dragon, dragonslayer ship, owl and will do Navaros later... Will do package of OBJs of them today.(except Navaros)
However I cannot rip anymore from the game as my NB, where I used to play and rip, crashed irreversibly, I cannot run the game anyomore (tried even virtual machine with XP, but no success) therefore I cannot rip any more models.
If you can play the game, use 3D ripper on it to take 3D screens of the models you need, then you (or me) can rebuild them in Blender. (obj rips are fine importable into Blender) It is also only way to get out textures with alpha.

I don't know much about animating, but I did succesfully try some boning in blender, And there are some really sweet modifiers, which would be of great use.

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Re: Drakan Remake by YanGez93

Postby UCyborg » Sun Jul 30, 2017 2:26 pm

I cannot run the game anyomore (tried even virtual machine with XP, but no success) therefore I cannot rip any more models.

Still puzzled why it won't run for you. My PC is old enough that all hardware even has XP drivers available, so I put 64-bit XP on it once just for messing around and was amazed at how fast Drakan started up. Not even a second passed and I was already in menus.
"When a human being takes his life in depression, this is a natural death of spiritual causes. The modern barbarity of 'saving' the suicidal is based on a hair-raising misapprehension of the nature of existence." - Peter Wessel Zapffe

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Re: Drakan Remake by YanGez93

Postby Morell » Sun Jul 30, 2017 4:12 pm

Still puzzled why it won't run for you. My PC is old enough that all hardware even has XP drivers available, so I put 64-bit XP on it once just for messing around and was amazed at how fast Drakan started up. Not even a second passed and I was already in menus.
But my is not, my older PCs are on the PC graveyard sort of... I have very new HW and SW as well.(except some needed programs) And drivers for new HW are not compatible with Drakan. That game was created with a lot of improvisation, using a lot of possibilities of those days graphic which are no longer used.

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Re: Drakan Remake by YanGez93

Postby Morell » Sat Aug 05, 2017 11:05 am

Curse my damn memory, I totaly forgot!

Weapons, dragonslayer ship, succubus, owl. Will earse the pack in sime.

https://sta.sh/01680jmokubw

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Re: Drakan Remake by YanGez93

Postby Voodooman » Tue Oct 17, 2017 11:47 pm

I was only concerned if the voices have to be recorded from scratch for the remake for legal reasons. But if some assets from Drakan can be re-used, that's one less obstacle I suppose. Though the only way to get sounds out of the editor is by playing them and having them recorded with some sound recording software because devs apparently forgot to add export option for sounds.

What you've accomplished so far looks promising, so I wish you good luck with the project and hope you manage to stick with it.
You can reuse anything you want - its not commercial, its a fan work, plus companies that had rights for game does not exist anymore, you cant violate their copyright and there is no one to point lawyers at you, so just import all animations and other assets into your remake and then upgrade them by adding polygons, hd texture, and altering things, in the end nobody will able to tell if you made that from scratch or imported (just don't admit in public you did and you will be cool, improved assets are not equal to carbon copy of assets so legaly speaking they don't violate copyrights as they made by you, and back in old times nobody copyrighted assets, only game as whole was copyrighted, so ripping off some textures, sound and other things is not violation at all).

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Re: Drakan Remake by YanGez93

Postby MightyBeast » Wed Oct 25, 2017 4:27 pm

Is it possible that you post a version that is already playable like just the maps ?

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Re: Drakan Remake by YanGez93

Postby HeckFluff » Thu Oct 26, 2017 6:59 am

I've looked at Drakan's database file format and it seems quite simple. Models, sounds, textures, animations, "sequences", and other stuff should be easily extractable. These adb/db/mod/odb/sdb/txd database files all start with "SRSC" and contain a hierarchy of named entries. See http://aluigi.altervista.org/bms/drakan.bms.

The "skeldragon" model has separate entries for vertices, polygons, texture refs, and a combined entry for LOD info/node hierarchy/animation refs. Vertices are 12 bytes per vertex, so they're just positions. Polygons are more mysterious. Sounds seem to be raw 16-bit samples and can be loaded up into Audacity as raw data. Some data is zlib compressed.

I assume extracting this data from the original files is preferrable to reconstructing it from whatever's sent through the graphics API as the models in the files have the original bind pose. Doesn't an extractor for these databases already exist?

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Re: Drakan Remake by YanGez93

Postby Morell » Thu Oct 26, 2017 9:35 am

I've looked at Drakan's database file format and it seems quite simple. Models, sounds, textures, animations, "sequences", and other stuff should be easily extractable. These adb/db/mod/odb/sdb/txd database files all start with "SRSC" and contain a hierarchy of named entries. See http://aluigi.altervista.org/bms/drakan.bms.

The "skeldragon" model has separate entries for vertices, polygons, texture refs, and a combined entry for LOD info/node hierarchy/animation refs. Vertices are 12 bytes per vertex, so they're just positions. Polygons are more mysterious. Sounds seem to be raw 16-bit samples and can be loaded up into Audacity as raw data. Some data is zlib compressed.

I assume extracting this data from the original files is preferrable to reconstructing it from whatever's sent through the graphics API as the models in the files have the original bind pose. Doesn't an extractor for these databases already exist?
Good to know, but my knowledge of hex system of files is... well I would say below basic.

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Re: Drakan Remake by YanGez93

Postby Arokhs Twin » Thu Oct 26, 2017 11:38 am

Is it possible that you post a version that is already playable like just the maps ?
I don't think it's in a playable state yet; I got the impression that it does not have long to go before being complete (maybe a year) as well but only the maps have been constructed. It still needs the quests, triggers, animations etc which will take another couple of years at least. If more people work on the project then it could be done sooner. I'd like to see a playable section too. Maybe Wartock canyons like the original demo.
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Re: Drakan Remake by YanGez93

Postby yangez93 » Thu Oct 26, 2017 5:02 pm

I think it's "playable" ;) You can just visit map from point to point.I know it isn't enough, there are lack of NPC, Rynn still can't fight ;) Rynn has to change, Rynn is much more diffrent. You know, humanoid models are difficult to make ;)

I added some HDR stuff and I increased resolution. As you can see in some screens Arokh is litttle bit animated, thanks to Morell model ;)

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Vulcano world. Thanks to Reo to Obj converted i've been able to make such entrances, caves.

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It is important for me that this remake will reminds Drakan : Order of the Flame as much as possible

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I keep in mind Succubi Queen bug ;)

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Arokh, you can move! ;) But I still have camera stabilisation problems

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Canyons, Rynn still hasn't animation of falling

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Still waiting for other dragons, don't mention dragon weapons ;)

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There isn't height boundry for this time but I keep in mind that thing

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I added some advanced terrains, for example natural bridge. I think Islands at night will not be difficult level to make ;D

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Waterfalls are quite simple, there are just particle system, you remember that in Drakan there is just texture

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Health potions will be basic element of this remake. Drakan was too easy in this matter, when I was played i collect huge number of health potions(almost useless) ;) Inventory will be exactly the same, there be not sword weight etc. But to make this real when Rynn has in hand Runeblade she'll be slower.

And some new video links on youtube:

https://www.youtube.com/watch?v=lUgpHeQGUio
https://www.youtube.com/watch?v=k_VYPoVGiD8

I big fan of Drakan: Order of the Flame OST. I think music should be also remastered. I read in some topics it is possible to extract samples/midi from original music files

I don't concern about copyright matter but original assets are property of Sony , maybe just mention this company at credits? :D . This project is 100% free. I get tired of playing game with expensive DLCs,contents,skins etc.


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