Page 2 of 2

Re: GT Racing 2

Posted: Sat Jul 12, 2014 7:17 pm
by Chipicao
Image Image

The meshes have a lower polycount than I anticipated.
So far I've managed to "decode" the whole mesh data (sub-materials and face index split, vertex structure, offsets, element format and dimension...), apply base transformations and hierarchy. And of course parse everything automatically.
This format is not "straight forward" at all :p

I just need to deal with some transformation inheritance issues and test it with more car models.
Not sure if I'm going to bother with textures, those might have to be applied manually. Which is fairly simple:
Image

Re: GT Racing 2

Posted: Sun Jul 13, 2014 12:47 pm
by TomWin
good work :)

Meshes looks the same as Asphalt 8 I think, the good thing here is that the cars have inside view.

Re: GT Racing 2

Posted: Sun Jul 13, 2014 2:39 pm
by Chipicao
They are somewhere in between Asphalt8 LOD1 and LOD0.
Image Image Image
GT Racing2 LOD0 - Asphalt 8 LO01 - Asphalt8 LOD1

Re: GT Racing 2

Posted: Thu Jul 17, 2014 5:26 pm
by TomWin
Indeed they are a bit less than asphalt lod0 models.
well good work, hope you can share it soon :) good luck

Re: GT Racing 2

Posted: Fri Jul 18, 2014 8:56 am
by Chipicao
Good news and bad news.

Good: I've figured out how materials and textures are linked to meshes.
Bad: My PSU is broken and I have to wait for a replacement, which might take a while. But only hierarchy is left to be figured out.

Re: GT Racing 2

Posted: Sat Jul 19, 2014 4:12 pm
by TomWin
Take your time, well and good luck with you PSU.

Re: GT Racing 2

Posted: Tue Jul 22, 2014 8:29 pm
by Chipicao

Re: GT Racing 2

Posted: Wed Jul 23, 2014 1:55 pm
by nosfornos
Thank you very much for your good works!

Re: GT Racing 2

Posted: Sun Jul 27, 2014 12:06 am
by TomWin
Thank you very much it works good :)