Pyogenics

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The main issue seems to be that each object is assigned the same number of surfaces as there are materials, atleast on the complex sample model I am using. The...

There appear to be two variants of this format, which I assume are different versions: one is seemingly used for map/prop geometry and is marked with (`00 02 00 00`)...

The version 2 format contains visible, uncompressed, vertex and index buffers but I haven't yet figured out how to identify their lengths. However the vertex buffer seems to often be...

I have identified the vertex count, here's a building model I managed to load (from 6 separate files): ![image](https://github.com/user-attachments/assets/5bbf8255-16e6-4310-be50-2f11ca93ae42)

These files are from an even newer format than A3D2.0, only implemented in the newer kotlin versions of Alternativa3D; the version 2.0 I mention is from one of these newer...

Here is a sample of models I am using currently (extracted from Tanki Online) + some hex dumps I left in (whoops) [models.zip](https://github.com/user-attachments/files/16910235/models.zip)

There seem to be a few data structures which contain coordinate data inside version 2 files (apart from UV and vertex buffers), each of these sections is preceded by an...

Modern A3D Type 2 model loaded with face data ![image](https://github.com/user-attachments/assets/a4da87db-a8b2-4563-a6e4-17d7eabbb5c8)

Modern A3D Type 3 model loaded (basic loading) ![image](https://github.com/user-attachments/assets/ecf54072-26d2-4c2f-8738-b33c1fdf66ea)

The models are separated into multiple data blocks which encode various pieces of data about the model, they are started with a unique `int` (a marker) which is used to...