Forum > Development and Presentation
Tîntai
<< < (3/15) > >>
schlumpf:
--- Quote from: "tharo" ---Oooh it should padd, huh? So then tell my the "logic" behind padding something to a 16 bit Boundary. I mean:
MAGIC (4 bytes) size (4 bytes) twoUselessSpaces (2 bytes) Data ...
Thats "padding" ? Ahuh o.O Of course my friend of course :ustupid: I think its as barlow said: It was a running gag and the only person that was involved died by accident. thats why it came into the game as is it. --- End quote ---
Ah, those. Nah, that's a zero padded zero-length string ended with a .. therefore one zero is the empty string and the second the padding. That string is referenced from somewhere as the referencing group has no name.
Alignment can be different for different data types. It does not have to be 16 bytes. It just has to be a power of two.
tharo:
Hey! I released something! Gimme my facking contributor color and script kiddie iconz nao!
Anyway. I was thinking about what to do next. Of course, and as u all can expect the main goal keeps manipulating the Data in the client.
After some remarks from Schlumpf i was checking how good or worse the OBJ format is for this matter. And in the end I think its okay. Of course the max formats are only there. And they DO support render batches for exsample... But OBJ is just wonderfull to debug it.
Coverting wmo's - even "easy ones" to obj brings a heavy data loss. But atm it seems that i can recalculate any of them. Of course it wont be like the original file anymore. But it will still work and with some defragmenting algorythms there wont be any perfomace loss after all.
Of course im ONLY talking about the 3D Data itself. For music, portals, colligion and any other additional data u can bet your ass that some extra work will be needed anyway.
Pinkhair3d:
Amazing work! Bene hoping for something like this to come along for a long time.
As for format, Lightwave files have a lot of similarity to wow files in terms of the data that can be held- kjasi on the wowmodelviewer forums has been doing a bunch with it.
Steff:
Hi THaro. Nice to have you back on code. And to have working model tools whould be perfect.
tharo:
Okay time for some updates.
Firs of all: Whats the state of development? - Exporter for both formats are done.
Of course the next planed feature is the setup of own vertex structures. Unlucky there are some infomations that have do be known such as the entire MOBA.
I tryed several calculations and presentations of the datas to find em out... Some things got descovered. But many did not. Thats why atm i plan to do a longer test course that hopefully might show up the golden spot.
Point is: AS LONG MOBA 0x0 - 0x12 is unknown there wont be a working import function.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
|