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Aliens vs. Predator 2010 / Asura Engine

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Hi,

I'm trying to build a renderer for AvP 2010 maps, hopefully with animated models at some point. There have been a few efforts on this in the past, but information is still scarce (at least it seems to me). Basic parsing of the level meshes works, but many entity properties are still vague and a number of essential things don't work yet.

For now, I'm mostly stuck on the lighting part. i.e. my level is still "dark". I found that there some entities related to lighting (entity types 71 = FX_DYNAMIC_LIGHT, 75 = FX_LIGHT_SHAFT, and 83 = LIGHT_OBJ_WITH_MODEL), but not sure how to obtain the proper light types, ranges, and colors. I have tracked some hashes in the light entities to CONA chunks, but they are still mysteries to me (or I might also be completely off). If anyone has more experience with Asura (maybe also from Sniper Elite or other games), I'd be thankful for any hints.

You can find my current progress on studying the Asura Resource File format here. Any contribution is very welcome.

Oh and there is also a C# function for decompression, since if you happen to have the game and want to test the above template on the .pc files, you need to decompress them first.

Edited by micTronic
Added lighting-related entity IDs I'm aware of

  • Author

Yup, I think I checked every single one, including Xentax archive. 80% of them deal with extracting or re-packing the .pc / .asr archives, which this is well beyond. A few have pointers to mesh parsing, but basic rendering I got covered too. I'm hoping someone may have worked more in-depth with the data structures than what has been discussed in those posts. Map lighting would be one aspect to begin with, but later I also want to address stuff like water & skyboxes, detail mapping, blueprints, particle FX, botanics & instance meshes, skeletal animations and some others. The things that make a custom level rendering look closer to the game. 🙂

Edited by micTronic

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