Regrets on the reverse engineering remark. I just meant
we want to understand header/footers enough to know
how to cut out things like the mystery blocks and still have
the units play in-game. The thing that worried me was looking
at a lod2 mesh file that only had one mystery block and not
three but still had this header:
Code:
18 0 48 0 0 0 1 0 0 0 1924 (vert. wts: float pairs) 0 0 0 0 17 0 49 0 0 0 18 0 48 0 0 0 0 0 1 0 0 0 0 0
23 0 1 0
50 0 0 0 0 0 0 0 0 0 1924 (vert. vecs: float triple) 0 0 0 0 22 0 1 0
51 0 0 0 23 0 50 0 0 0 0 0 2 0 0 0 0 0
28 0 1 0
52 0 0 0 2 0 0 0 0 0 1924 (vert. bones: byte quads) 0 0 0 0 27 0 1 0
53 0 0 0 28 0 52 0 0 0
28 0 54 0 0 0 3 0 0 0 1924 (mystery strm: byte quads) 0 0 0 0 27 0 55 0 0 0 28 0 54 0 0 0
0 0 0 0 0 0 0 0 0 0
Bounding sphere data: 4 floats
0.487427771091 0.393853664398 0.109047822654 1.71645057201
This was the armoured_sergeants_lod2.mesh. I thought that the
field, the one in red, was supposed to mean three blocks followed
and that we could zero it out and remove the data.
So now I'm confused as well, how do we repackage the mesh data
around the excised data? I echo GOM's question for Casuir, what is the
sequence of steps needed to remove mystery data? This might
help thrashing out the header/footers; I'm not convinced I split them
right, I just thought it was plausible.
Side note: I just took the unit count of 701 from the top of the modeldb file
and multiplied by 4 for the number of meshes to get something like
3000. Not every unit has 4 meshes, a lot have 3, and there are some
leftovers in the modeldb like the baltest units and some en_dummy units
near the end that aren't referenced in the EDU so they're not real units.
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