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.
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