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Author Topic: msh Binary format  (Read 109515 times)

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Stainless

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Re: msh Binary format
« Reply #48 on: April 07, 2014, 05:12:05 AM »

Visual C# using XNA for rendering.

These days more people are happy with C# than c++, hell it would even be possible to mod my code to make these meshes usable in Unity.

(I would have rather done in c++ with OpenGL, but well, as I said... I'm not normal)

Can someone clear something up for me.

At the moment all the undamaged meshes are text files and all the damage meshes are binary.

When I enable the damage meshes, you get damage on the aircraft just as you would expect. It looks perfect. Except for the shadows. The shadows are screwed.

The data I am reading in looks sensible, so it doesn't look like I am doing something massively wrong.

However it sprung to mind that the damage meshes are overlays on top of the existing mesh. If you turn off the base mesh and replace it with the damage mesh you get big holes where they shouldn't be holes.

If this is the case, then the shadows in the damage mesh are useless, you just use the base meshes shadow.

Is this the case?

Or are the damage meshes replacements for the undamaged meshes?

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Stainless

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Re: msh Binary format
« Reply #49 on: April 07, 2014, 05:15:41 AM »

I am planning to be able to save the meshes as text files, I cannot write binary files yet.

The problem is that there is a huge table in the middle of the binary mesh I can find no use for. Since I cannot work out what it is for, I cannot recreate it.

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SAS~Loku

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Re: msh Binary format
« Reply #50 on: April 07, 2014, 05:44:42 AM »

All meshes D0, D1, D2, D3 contain: Clips/Hooks (D0 only), LODs, shadows, colision/hitboxes.Meshes D1,D2,D3 replace meshes D0 depend on the damage level stage via java code on classfile, they use second texture layer placed over normal texure via mat files to display holes.Shadows should display no matter wich mesh is in use as they are same 3d objects.
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P7a/P11c/f/g P24a/b/e/f/g PZL23/42 PWS-10/26 R-XIII RWD-10/14 GeeBeeR1/R2/Granville P-45 , WhippetMkI, Sdkfz-234/1/2, Kurogane, TKS, Wz.29/34 and some other shit XD

Stainless

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Re: msh Binary format
« Reply #51 on: April 07, 2014, 07:18:53 AM »

Okay, I still have problems with shadows on binary meshes then.

My problem with the damage meshes may come down to materials then, if you are using layer textures.... I'm not doing that yet.

That implies that I am loading the binary vertices and faces correctly (otherwise the damage I am seeing would be as broken as the shadows are).

Thanks, I think I know what to do now.

It's good to talk. ;D

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Stainless

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Re: msh Binary format
« Reply #52 on: April 08, 2014, 02:36:23 AM »

Okay I've done some more checking.

I already display the overlays, from what you were saying I thought some materials used multi-texturing. They don't. The mesh actually contains additional face groups and draw triangles again with a zbias and a different texture.

That's all working.

I loaded the CF_D1 mesh in meshconverter and it is the mod that is wrong, sadly. Well at least my app is behaving as designed  ;D

I have saved out the CF_D1 mesh as a text file and I'm going to add some code to the app to dump the shadow mesh as a text file so I can compare them.

That should let me find out what's wrong and is a first stage towards saving the binary mesh as a text mesh.


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Stainless

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Re: msh Binary format
« Reply #53 on: April 09, 2014, 11:21:47 AM »

Just a quick status update.

I have got conversion from binary to text more or less working, (just need to add the collision stuff) but real life has bitten.

I've just accepted a complex project to simulate formula 1 (and Nascar) racing.

This doesn't mean I am dropping the project, just I will be doing less updates.
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Blazing

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Re: msh Binary format
« Reply #54 on: April 10, 2014, 05:10:34 AM »

wow your program looks very interesting and very useful. I can not even think how you have managed to do this task. coding is not my strongest area.

I look forward to your program whenever it is finished.

Keep up the good work.  :)
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hello

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Re: msh Binary format
« Reply #55 on: April 10, 2014, 11:55:58 AM »

Wow!

Stainless, if you can pull this off you'll be...

A IL-2 HERO, WHO'S NAME SHALL NEVER BE FORGOTTEN

on par with the likes of a certain Mr. Maddox and very few other legendary FS coders.





Anyway, just trying to cheer you on. Wonderful stuff!!
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Stainless

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Re: msh Binary format
« Reply #56 on: April 10, 2014, 12:22:10 PM »

Thanks, I'm still plodding along.

I have the collision meshes working, the thin red line around the aircraft shows the limits. They are surprisingly good.



Oh and the racing game is going well, two days I have lighting, shadows, collision, and physics in. Just need to add AI  ;D
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benitomuso

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Re: msh Binary format
« Reply #57 on: April 10, 2014, 04:33:46 PM »

Just Superb!!!

When will we be able to taste some of this wonder?

Many thanks for your community celebrated achievements!
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shardana

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Re: msh Binary format
« Reply #58 on: April 10, 2014, 04:56:17 PM »

Sorry for my ignorance, but what is the goal of this project?
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benitomuso

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Re: msh Binary format
« Reply #59 on: April 10, 2014, 05:31:20 PM »

Sorry for my ignorance, but what is the goal of this project?

For developing plane MODs it will make incredibly easier to test changes without having to launch the game, entering a misision, etc.

Times of development will be reduced very significantly.
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