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  1. #11
    Member Member KnightErrant's Avatar
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    Jan 2007
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    Huntsville, Alabama USA
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    Default Re: A start on the .MESH file format

    Not boring me.
    I was wondering how much the 3dsmax modders
    are tied to things like that. If they really wanted grouping
    for changing helmuts etc. would they find it hard if that
    information got lost. I was probably down on the fbx
    format because I made a binary to ASCII converter and
    an ASCII to binary converter using their SDK and lost the
    bone info. But it did tell me I was converting a 1.6.0 file
    to a 1.6.1 format when I went from binary to ASCII in the
    first place. (Milkshape uses the 1.6.0 format.) Wasn't eager
    to try the experiment again with an older format because
    the first SDK chewed up over a GIG of harddrive space.
    (I've got plenty of space, just didn't know if this was
    going anywhere.)

    Strategy for meshes: CA probably did a very thorough
    job on western units. (Marketing, no offense Caliban.)
    I'll try to work on eastern European units and Byzantines
    as well as Middle East units. lod0 through lod4 as a check
    here and there but otherwise lod0 on a selection of units.
    Last edited by KnightErrant; 03-03-2007 at 06:40.

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