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Author Topic: msh Binary format  (Read 109369 times)

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Kopfdorfer

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Re: msh Binary format
« Reply #24 on: March 31, 2014, 06:27:56 AM »

Hey Stainless , don't get too excited , I don't have any information or skill that can help you , however I must say that even as a code moron of the lowest order , I think this thread is very interesting , and obviously has significant implications for mod development. It is notable that PlaneEater , Epervier and my favourite mushroom are interested as well- this bodes well for your development.
I also must say that your very empirical approach to presenting your findings is very helpful in understanding what you are doing. I hope you continue the format. It gives me the dimmest glimmer of understanding.

Kopfdorfer
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Stainless

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Re: msh Binary format
« Reply #25 on: March 31, 2014, 08:08:56 AM »

Thanks man, I don't just want to give you a tool to test your mods, I want to document as much as possible.

That way if anyone else has a good idea, they don't have to go through all the work I have done.  ;D

I've implemented copy paste and a simple transform editor and it kinda works. (I forgot to rotate the pasted mesh so the camouflage is wrong)

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Stainless

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Re: msh Binary format
« Reply #26 on: April 01, 2014, 01:12:28 PM »

I have shadows working

This is based on the shadow vertices stored in the mesh, so it is useful, it's not just a conceit.

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Stainless

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Re: msh Binary format
« Reply #27 on: April 02, 2014, 05:17:52 AM »

Got engine smoke working.

For reference, hook locations are cumulative. To get the location for a hook you have to add up the contribution from all parent nodes.

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ben_wh

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Re: msh Binary format
« Reply #28 on: April 02, 2014, 10:46:34 AM »

Watching with very keen interest ... this has the potential of making modding easier for a lot of the people.

Thank you,
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Stainless

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Re: msh Binary format
« Reply #29 on: April 02, 2014, 01:08:54 PM »

That was the idea, when I've got it to a stage where it does what it was designed to do (test mods without having to put it in the game) I will create  a web page for it and publish both the app and the source code.

As long as I still have time to work on it, I will then add editing capabilities and any other features people request.

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gambit168

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Re: msh Binary format
« Reply #30 on: April 02, 2014, 03:59:37 PM »

great thread man, luv the progress ,yer making , ;)  hope RL & upcoming workload   don't put the kibosh on all yer hard work on this lil gem 
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Stainless

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Re: msh Binary format
« Reply #31 on: April 03, 2014, 05:43:46 AM »

Added engine fires using the ENGINE(n)ES hook.

Is this the correct hook?  The fires are in the wrong place.

Can anyone check for me please?

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Dreamk

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Re: msh Binary format
« Reply #32 on: April 03, 2014, 08:07:49 AM »

 
_Engine1EF_01 = exhausts flames
_Engine1ES_01 = exhaust smoke
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Stainless

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Re: msh Binary format
« Reply #33 on: April 03, 2014, 08:36:30 AM »

Thanks.

That makes me think the hooks are wrong on this mod then, or my code is wrong, don't know which.
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Stainless

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Re: msh Binary format
« Reply #34 on: April 03, 2014, 09:04:31 AM »

Okay I've just looked at it in meshconverter and the hooks are in the correct place, so it's me.
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Stainless

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Re: msh Binary format
« Reply #35 on: April 03, 2014, 10:09:53 AM »

That's better

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