A new release will be finished shortly that will include a revamp of the original command line tool as well as an additional content pipeline-like tool that will monitor changes to source files and produce MATs in real time. The desired workflow is to just create and update your source images in your tool of choice (e.g. Photoshop) and have MATs automatically created or updated. Also includes various bugfixes and support for transparent and animated MATs.
I'm not longer active in the community but am still available for contact. People have requested previous code or assets, etc, and I'm happy to help if anyone has a request. Just e-mail me at firstname.lastname@example.org if you have a question related to anything I've worked on.
All interactive material on all of my project pages can be considered free for use under the Creative Commons Attribution Non-Commercial license (http://creativecommons.org/licenses/by-nc/3.0/us), while all source code (COG or otherwise) can be considered under a permissive MIT license free for anyone to use.
The final version of Space Noxx II has been posted. It's the same version being posted for the 2009/2010 Massassi Level Pack contest.
AutoMAT is a new tool for creating 16-bit MATs. Unlike other tools, it can create higher quality MATs by performing Burkes dithering. It autogenerates high quality mipmaps using bicubic filtering. Mipmap results should be very similar to manual resizing with an application such as Photoshop. Mipmaps are also dithered. Unlike MAT16, AutoMAT does not create any tiling artifacts when dithering or resizing for mipmaps.
Currently AutoMAT is just a command-line tool. It accepts an image filename as an argument and outputs a MAT in the same directory. It doesn't have very useful error output at the moment, but if you're just passing in a common format (PNG, BMP, etc) with dimensions that are a power of 2, it should work fine.
Just minutes later, I've released beta 2. I THINK it fixes the forcefield bug previously encountered.
All that remains:
-Lots of testing
I've posted the beta 1 release, please download it and give it a try. I would appreciate feedback on the forum.
Shortly after the upload, a bug was discovered with the blue forcefield involving the player not being killed as well as stray projectiles floating around the level. More detailed information about this would be appreciated.
I posted my Java code for extracting files from GOBs. It works mostly flawlessly from what I can tell, except if a GOB is terribly corrupt. In that case, a general Exception is thrown (to be caught by you, the user). You can't do much from there except yell at the end user for supplying a bad GOB.
Not sure if anyone will find it useful, but it's there.
Oh, and Javadocs are included. It's JRE 1.4 and up compatible. I used 1.4 because I'm using GCJ in my project instead of the standard Java compiler, and GCJ is not yet 1.5 compatible. The only obsolete code is the use of untypesafe collections, an easy fix.
There's a set of GOBs up for download which contain all the new weapon effects. The ones with the "NT" postfix are of the "new trilogy" or "prequel" style. They are, in my opinion, superior to the "original trilogy" (postfix "OT") styled effects. They do run slightly slower on older hardware, however, but the difference would be small even in a large firefight.
Just select NT or OT depending on the style you want. The repeater blasts come in blue or yellow as well. I recommend the blue (Dark Forces) style.
I put up a little GOB of the replacement effects I made this morning. In it are ther Bryar, E-11, Bowcaster and Repeater models. Check it out if you like.
Right now I'm working on some new blaster effects. I'm using the rather traditional glowsaber method, except with more polygons. I feel that it is, overall, the cleanest and nicest looking method.
There's an early test version up for download. Nothing is final, except maybe the floor texture and the textures on the fan models.
You can get back up from the tunnel area via two exists: The obvious fan thruster things that shoot you straight up, or, stand on top of the fan under the blue forcefield, look straight up or down, and press jump. Try it and you'll see what I mean.
Thanks to Grismath, who happened to have an old beta of Space Noxx II in his endless CD archives, I have revived Space Noxx II. I am in the process or completely recreating all level geometry to be far more detailed. I am also make some small, but significant gameplay additions. The level will also feature some advanced particle effects.