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Moderator: OpenMoHAA developers
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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;
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
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Contact:
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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:
how it looks now:
and its bones:

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wombat23
- Sergeant
- Posts: 54
- Joined: Wed Feb 06, 2008 6:48 pm
- Location: Zürich, CH
Post
by wombat23 »
looks promising
