#renderware
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🖥️ Evolution of The Sims technologies
This is information by conversation from 🌎 #ts3-beta-chat channel in The Sims 2 Beta Discord Server about on which engine each game of The Sims series is developed and what technologies are used by each game of the series.
Just to offer clarity/summarize the above:
1. TS1 is built on top of MFC (Edith) and Gonzo/Rizzo. It uses a renderer which utilizes a mix of SC2K, SC3K, and Quake3D code.
2. TS2 extends TS1’s behavior engine but replaces the renderer with a new 3D engine, although it still uses the Gonzo development framework. It’s pretty much TS1 on steroids internally.
3. Sims 3 is overhauled and doesn’t use any of the tech from TS1/TS2, although it retains several assets ported over. It uses a new behavior engine (no name, but it uses traits/commodities instead) and Renderware (plus other stuff like Speedtree) for the 3D engine.
4. Sims 4 is once again built on a new engine, in anticipation of the game being an MMOG instead of single player. It loosely extends GlassBox from SC2013 (dubbed SmartSim now) but they pretty much have to overhaul it to remove the multiplayer aspect, so it really ends up becoming its own thing. It doesn’t reuse anything from TS3 except the concept of the traits/commodities behavior engine being used for SmartSim.
#sims 1#sims 2#sims 3#sims 4#ts1#ts2#ts3#ts4#game engine#ts1 development#ts2 development#ts3 development#ts4 development#gamedev#mfc#edith#gonzo#rizzo#renderware#speedtree#glassbox#smartsim
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I dont know if its like, a secret or whatever bc nobody talks about it but if you have a dump of a gamecube or wii game you can extract the files from it using Dolphin its how Ive been ripping from my copy of shadow05 . The game uses the same engine as Heroes (Renderware) so you can use the same tools with it

#ft Sam say hi to my buddy Sam#gta iii san andreas and vice city use renderware specifically#Renderware’s model format is interesting. its in dff format and specifically uses ‘clumps’#which means all the model parts are in pieces and are simply loaded and stitched together in a set order#so like for sh05 and heroes this is stuff like hand swaps and facial features that are modelled separately#hydro.txt
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So I've been playing Vice City lately.
Now, you may or may not be wondering: "Did you really make a custom render of Tommy Vercetti doing the pose from that one Robert Downey Jr picture?"
And the answer to that is: "Obviously!" No half measures over here. When I commit to the bit, I fucking COMMIT. Besides, it only took like 2 hours. Time well spent.
Good thing there was a rigged model of Tommy out there cuz there's no amount of committing to the bit that will force me to rig a model. No thank you.
I was originally gonna make this more of a generic meme with something like "when the game everyone tells you is good turns out to be good" cuz I've only gotten around to playing Vice City now, but I decided that sticking to the original format and giving it a GTA spin was the funnier move.
You would not believe how hard it was to find sprites of the Vice City hud, and I still didn't. These are yoinked from an image with the magic wand tool, cuz I didn't feel like downloading the software to pull textures from RenderWare games. Too lazy.
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The Piglet game being so popular in memes recently to the point where EBay no longer has sales of it in stock is funny as shit
Sadly people wanting to mod it will be very...well annoyed. Despite this using Renderware
Here lemme emphasize
So, the devs had it so EVERY room had a copy of every object. This includes the player
This game has a shit ton of rooms already, so this racks up copies
Typically this is done to load assets instantly and ease loading times, but
-Piglet REALLY should've been a universal file loaded at all times
-Levels being split into so many rooms that forces reloading all assets every time means you'll have load screens A LOT
And loading times are still somewhat long. Doesn't help how unspecific filenames are. I know Piglet is in CAR_100.dff, but it's still annoying to sift, or pair with the anm/dma file
Shame cuz I find the anims charming/funny, but trying to figure what is what is attrocious. That's 4000 anm files to sift through
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No more PSX horror games. Learn to make ps2 style games now. Download RenderWare.
#im only half joking#stop abiding by trends!!!!#learn new things!!!#all those 'how to make PS1 graphics!!!!!' videos piss me off#because they all use the same art style!#and half of them act like thats the correct art style!!!#at least look at other psx games!!!!!!!#PLEASE
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Jogo PS3 n°673 - Blitz the League II
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#blitztheleague2 #blitztheleague2ps3 #blitztheleague #midway #renderware #gamespy #lawrencetaylor #blus30203 #ps3 #playstation #playstation3 #ps3games #ps3collector #ps3collection #jogosdeps3 #jogosps3 #game #gamer #retrogames #retrogamer #videogame #videogames #drasgondigger #esportedrasgondigger #futebolamericanodrasgondigger #ps3drasgondigger #blitztheleaguedrasgondigger #ps3brasil #playstation3brasil #playstationbrasil
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Hey foone! I've been on-and-off trying to reverse engineer file formats from The Simpsons Game (PS3) for over a year now, and haven't gotten very far... the files is a Renderware binary stream file, but the studio that made the game (EA redwood shores) made some custom data containers, and thats the bit i'm struggling to work out. I've managed to get vertex positions, triangle strip data, and a bunch of other stuff like submeshes etc. but i still haven't been able to work out material splits or vertex normals... any ideas? The files are preinstanced meaning the data is compiled/optimized only for PS3. The geometry section that normally holds everything is empty and has rpGEOMETRYNATIVE set, but there's no NativeDataPLG section that would normally hold the data.... Here's what i have so far :
Sorry. I don't really have any experience with games this new. Good luck, however!
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Checking games made with RenderWare, for some reason Billy Hatcher is not listed.
Anyway, among these there doesn't seem to be a lot besides Sonic Heroes, and Shadow the Hedgehog that can be remade in Unreal Engine 5. There is killer7, but that was co-developed by Capcom, even though Capcom no longer has the publishing rights, but outside of that there are only Hudson Soft platformers, pre-reboot Rayman games, and various licensed games. Others either belong to long bankrupt companies like Ninjabread Man, or are games in much larger franchises, like Suikoden III, and Puyo Pop Fever.
Battle for Bikini Bottom was already remade in Unreal Engine 4 by Purple Lamp Studios, which I guess what inspired SEGA. Legend of Kay also got rereleases, though I don't know its specifics. GTA III, the biggest title on Renderware, was also remade in UE4.
(I guess there is The Sword of Etheria from Konami, but we will see if Konami remembers that.)
Gamebryo is a similar common engine, but a lot of games from it are also remade in UE variants, or got recent rereleases (El Shaddai on Switch).
I will have to find out what other proto-UE engines there were. Either way, I guess we will have fun with Shadow the Hedgehog like in 2000s eventually.
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Any modern games being developed in older engines like RenderWare or Havok?
Any modern games being developed in older engines like RenderWare or Havok? I've got quite fond memories of the games on these engines, and I'm sure that there are many others out there who can say the same, so I'm wondering if there are any indie devs or even larger companies out there who have decided to pursue game development in these engines? Submitted April 15, 2024 at 06:41PM by HyperActive1DUK https://ift.tt/tmzasRK via /r/gaming
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ironically manhunt 2 is the only rockstar games renderware game that doesn't require any fixing (beside the 30fps cap - but removing it causes issues with animations). the one game they don't sell anywhere, afaik was banned in multiple countries and (correct me if i'm wrong) has the worst ratings of all their games on that engine
i just beat original manhunt and it's unreal how fast my love for its atmosphere and setting got replaced by sheer fucking hatred for its shooting sections. half of the game is an uninspired third person shooter with mechanics NOT DESIGNED for being constantly exposed. i'm pissed, but also glad that's it's already over and i won't have to play it ever again. great atmosphere though... i'm in love with carcer city
#text.qd#i know you love when i get sidetracked and start dropping random facts loosely related to the subject
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2001
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Fullmetal Alchemist: Dream Carnival (2004)
#intro movie#opening movie#ps2#eighting#renderware#bandai#fullmetal alchemist#dream carnival#FMA has the best songs
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idk if people actually care about this but Im thinking about making another model ripping tutorial . problem is. which one.
caveats:
Forces is technically a Hedgehog Engine 2 game, however it works drastically different from Frontiers/Shadow Generations, and the way it processes normal maps are different as well. Otherwise, pretty easy
the Storybook games use the exact same stuff between them and you only need one tool (and the SEGA NinjaNext blender plugin) to get everything from them and I think thats beautiful
Most of the reverse engineering done for Hedgehog Engine games was done for Generations and works perfectly for other games as well, however despite this Ive never seen a proper tutorial (written or otherwise) for how to do it even though its the most common and super easy??
Heroes and Shadow05 are the only two games in the entire franchise that use RenderWare which is fascinating to me as it was a super common and in fact the most commonly used game engine and 3d API in that era. Most of the tools used for it are meant for the ps2 GTA trilogy games and modding scene which is funny to me
for original Riders Im gonna be honest this is difficult to do but I Want people to know how to do it especially since I had next to zero guidance on how to do it myself and want to help people avoid the same grief. You will need to know how to use python and command line for this but I promise once thats out of the way its smooth sailing. Dont jump in blind. the same general process works for both the Gamecube and the PC version. also the Riders rips on the-models-resource are in desperate need of replacement theyre soooo baaadddddd
all the main sonic mobile games use Unity. its super easy. the models are in fbx format in the game files. wonderful
note this isnt necessarily what I'll do first, just to see what people want the most.
no Frontiers tutorial bc its pretty much the exact same as my Shadow Generations tutorial with the same tools and everything. no Zero Gravity tutorial either bc all the game files are packed in cvm files which require python, command line, and a hex editor to extract from which is. painful. once I rip from sadx and sa2b I'll also propose a tutorial for them I just wanna do it myself first before I tell other people how to do it lol
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𝓢𝓲𝓶𝓹𝓵𝓲𝓮𝓻 𝓣𝓲𝓶𝓮𝓼
#grand theft auto#vice city#san andreas#gta san andreas#gta vice city#rockstar north#rockstar games#renderware#tiny planet#noclip
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The Urbz PC Beta Video
youtube
But comments have most interesting stuff:
According to research found on The Video Game Beta Book:
In March 2003, EA wanted the game to not only launch as intended on just consoles, they wanted the planned Urbz sub series to be on PC as well.
Electronic Arts then had NuFx, a chicago game developer, start development of the PC version. This version would be the version used for most of the trailers and promotional releases due to Electronic Arts feeling the game was more polished. The game ran a heavily modified Renderware engine, and was to play more like a third person action adventure game, in comparison to the original Sims game which was a fixed perspective point and click simulation game.
According to information released on a now defunct blog of a former NuFx developer, the PC version also allowed players to drive cars, and the game, unlike the console version, was to be fully open world (This concept of Open World would later be used for The Sims 3).
The game was cancelled at near completion in 2004 due to the low sales of the Console and Handheld versions. However, EA was impressed with NuFx's work, so they purchased the studio in 2004 and it was renamed EA Chicago. (The studio would later close in 2007).
SOURCE: http://videogamebetabook.wiki-site.com/index.php/The_Urbz:_Sims_In_The_City
Source: https://www.reddit.com/r/thesims/comments/5l5bg7/the_urbz_pc_beta_video/
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UK 1995
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