Hi Guys

With regards to the standard '256' and non-standard '0' meshes I thought I'd go and look at some of the model files (export_descr_unit.txt and battle_models.modeldb ) to see if I could get some clues . The non-standard files are NOT used. They are WIPs and anyway the vertex assignments are all screwed up because of the funny skeletons. After I realised this the plaintive cries of "Dohhh" echoed off the hills for a long time, this shows you shouldn't get too focussed on just the one issue. With this in mind I'll 'lock out' the non-standard meshes since everything they have is available on standard meshes anyway.

I'd just like to make the point that I am not interested in reverse engineering anything, Granny and .gr2 are a mystery to me and will forever remain so. I am just looking at the .MESH format that CA is using and looking at ways we can modify these files. There are lots of bits of data that I don't understand and I don't want to understand but I don't need to as I can just use them. Just a clarification in case anybody from Radgames is interested.

Getting closer now.

@Casuir

You said you did some tests on taking out the boolean streams and using the figure in game. What exact blocks did you take out? Just the num_vertex and stream figures, with the header/footer stuff intact or the header/footer stuff as well?

Interesting stuff you pulled out on weapon bones, we'll have to look closer at that stuff to see how we actually get a figure in game.


I'm PMing Caliban with some questions on weapon protocol. It's just about sorted out in my head (and backs of envelopes), it's a matter of getting it into code.

Cheers

GrumpyOldMan