Page 3 of 3

Posted: Mon Jun 22, 2009 8:08 am
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;

Posted: Mon Jun 22, 2009 4:34 pm
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.

Posted: Wed Jun 24, 2009 5:09 pm
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]

Posted: Thu Jun 25, 2009 6:07 pm
by wombat23
looks promising :o