Sergii

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Hi, Methuselas This would be great. I also was thinkng about moving away from TGA's. You are right that high poly models kill performance in MC, because all T&L is...

I see, have not looked that much at animation code as math was not the main issue when porting the engine. I understand your concerns with animations now. Building code...

That is great. Sure I'll be glad to test them. By the way I also ported Mechlopedia (in fact this was the first thing I did : -) )

you mean string.res.cpp/.h. Yes I was thinking about it. But at the beginning for me as a programmer it was much easier to write a simple script which would grab...

for the strings. Easy way (if you have compiler) is to just add/modify sttring in text file and recompile dll. AFAIR, indeed, each mech has only one texture, but even...

I understand "modding viewpoint" as well. It is just that too much time needed to make everything "the right way". So for me it was a shortcut to write script...

I can't find any reference on HBSTATZ.csv in the code/data. Not sure if it is needed

Nice! Though, I think MC2 will choke tryint to crunch all the vertices ) . Until I'll move T&L to GPU, this, probably, will not fly, but we can check.

you may send me you ASE example and I might be able to figure out why it crashes the game. I know at least one bug I fixed when loading...

The problem with your file is that it does not have normals info in it (as well as texture UVs). Loading code in MC2 is quite simple, it does not...