Irrlicht And Possible Solution To Problem

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Aprop
Major
Posts: 291
Joined: Mon Nov 17, 2008 3:40 pm

Post by Aprop »

Idk from where those trees come, but yes, I reverse engineered the static models lump. If you're curious I can post a struct, so...

Actually nothin more about models, I'll look deep into them when I finish studying skeletal animation basics...

Code: Select all

typedef struct
{
	char name[MAX_QPATH];
	char dummy[64]; // ?! second path?
	vec3_t origin;
	vec3_t angles;
	float scale;
	int index; // comes ever higher with each submodel?
	char dummy3[2];

} dstaticModel_t;
Rookie One.pl
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Post by Rookie One.pl »

Thanks. I'm still curious where they keep vertex lighting information, though, because it's obviously not in this lump.

Or maybe the index points to a struct in another lump. Hmm.
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Aprop
Major
Posts: 291
Joined: Mon Nov 17, 2008 3:40 pm

Post by Aprop »

And that dummy3 is probably a short that describe number of vertex lighting data... its value remains between 4 and 200~~..

Today I started workin on models again, and now got some seeable results, the panzer_cannon, first old render:


Image

how it looks now:

Image

and its bones:

Image[/list]
wombat23
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Location: Zürich, CH

Post by wombat23 »

looks promising :o
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