S
SOLDIERBOY
Guest
Hey I was wondering if someone can help me.
Yes, of course I'll give you credit where I'm able to. If I were, say, putting up your info on a personal web page, I'd have your name/website more or less emblazoned across the whole thing. But I'm not sure how well that works for a wiki article. I'll think of something.Sure, copy-paste as much as you like. Although a little thank you with link to my web site somewhere for all my hard work would be nice.![]()
Okay, but now I'm curious why *2.0 is in there. Is that just The Way Things Are?v->pos[0] = v->pos[0]*2.0f*posScales[3] + posScales[0];
Um, so let me get this straight... if stride=6, that gives me 10 indices: 4 indices for quad + 3 indices for tristrip + 3 indices for tristrip?(when primType=4 and stride>4, **** happens)
mesh2rdm File003766.gmo Cloud.smd -texpre Cloud -rotate -90 0 0 -scale 10.0 -smdout -flipuv
It looks like each Sprite is made of 2 verts, which I guess makes sense. (Also, 7 = triangles, 8 = points, 9 = lines, ...)0 - 000 Points
1 - 001 Lines
2 - 010 Line Strips
3 - 011 Triangles
4 - 100 Triangle Strips
5 - 101 Triangle Fans
6 - 110 Sprites (2D Rectangles)
I'll probably go with your way, then.But as we've noted, the data can be interpreted in a number of ways with the same results.
You mean how did we find them? Um... what makes you think it was easy? Well maybe it was easy for MrAdults, seeing how he's a game programmer and allHow do you do the bones so easy?
I've been pretty tied up by various projects and things too. I still haven't gotten around to making a revised format spec. I may not need to, as between the two of us, we may already have all of the specs fleshed out enough for wikification. But it would probably be useful to you or koral in writing the wiki document anyway. So, I guess, let me know if it's important to you, and I'll put it higher up on my personal priority list.Eh, haven't been on for a while. I had (and still have) some real life stuff to attend to, so wiki article has been on hold... but don't worry, I don't like to leave stuff unfinished.
Ah, well, I guess that's "good".My SMD texture troubles... were the plugin's fault. I loaded the models into gmax and now they look fine. Well great, now I've got to learn to use gmax![]()
Well, it was certainly easy relative to other formats.You mean how did we find them? Um... what makes you think it was easy? Well maybe it was easy for MrAdults, seeing how he's a game programmer and all![]()
Alright, cool. The indexing formats are the main thing that could really use some clarification. Other than that, I think everything has been covered enough for you to not run into any trouble when implementing support in RINOA. My post earlier outlining the tris/quads thing is workable, although looking back, I do think it's more likely that those quads should just always be interpreted as tri strips. All of the Dissidia models seem to use pure 4-index segments for those, which is another thing that led me to thinking they were quads. But other games, as we've discussed a little bit, do all kinds of different tri-strip-looking things with them.I will add GMO support into my RINOA viewer too, but I am happy with the information you and Ukurere have provided us with so far.
Unless there were some really huge mistake in your blog-spec, or vital stuff which Ukurere hasn't (or wont) cover, then you really do not need to go out of your way to re-document it all again.
Not 100% sure if there's real bone pose data in those files, but from the looking I did, I definitely didn't see anything that looked like plain bone orientations. I think all of the pose data is probably in separate animation files - the model files are too small to have all of the animations for each of the characters, so I do know that at the very least, most of the frames must be in different flies. As to where they could be, ATEL files are as good as guess as anything.Are you sure that you haven't seen animation (matrices or deltas) within the CrisesCore model files?
I haven't looked for them yet, but I would expect that if the animations are not within the !-model files themselves, then they may be within those ATEL-event files (for NPCs) or some other data files altogether (for monsters and bosses).