What's that, you want more *happy thoughts*? Sure! Good thing you didn't ask for money.
What's your Paypal?
Don't worry, where I live Paypal doesn't exist anyway so the tools are free of charge!
Do you think it can work, or have any information that can help getting them to work? Maybe by changing the headers or something? Right now, they get pretty much ignored by the game.
Only testing will tell, as for the headers, the 3 games share the same model file format except for the model version.
Still trying to figure out why the texture coordinates arnt working for me? You have any thoughts why this may be!?
My only guess is that you're not using the correct mod2max converter, check the latest one, I use Max8 so this shouldn't be the problem since you're most probably using a later version.
Do those extra edges that are removed have special flags? Or did you actually develop some crazy algorithm that can detriangulate meshes??? If so, you're a genius.
No, I did this by hand, this is my new secret hobby, I found it relaxing to play with the edges after hours of programming especially when I'm stuck, it helps calming my nerves.
I'd rather leave it to PC to handle in the background while I do something else at the same time, instead of wasting a day to do it manually.
You're right, doing this by hand is out of the question, I just got another idea on how to speed things up!
Another request. Can you fix mod2max, so that the names of the meshes do NOT look like this: "lod255_4_model\demo\pl006\pl006_hair_BM", but simply "lod255_4_model" or "mesh01". Having "\" in the names may be a real pain in the butt. One has to rename all the meshes to be able to export it into some formats. Like the mentioned SMD, for instance.
You may be forgetting something but when we will figure out the animation format, the original skeleton pose will be needed in order to map the animations and here all your SMD stuff will be useless.
1: For a given texture, the final filesize is smaller than the original. Which doesn't seem to affect anything. Although it might have something to do with
This is because the generated TEX image contains no mipmaps, only the base image, the original may contain more than one mipmap and thus is bigger than the generated one. Usually HUD textures don't need to have mipmaps but other textures (minly those used for models, stages, ...) do (for performance/quality). This'll be fixed in the future.
I'm guessing the tool can't handle alpha channels. Is that right?
No, normal textures are 2d textures and this tool supports all 2d textures, give it a try!!
Arc patch on demand: I can't seem to get it to work properly. Maybe I'm screwing up somewhere, but it doesn't invalidate the files, although it does make some unknown change. Could you test it?
Well with my old celeron 2Ghz, 768Mb ram, fx5200 the game simply can't run, I'll try to find a stronger PC and test all this stuff.
BTW, I don't know when you'll read this, but I hope you have a kickass year-end and an epic new year! My year-end isn't going so well,
The year-end for me is just another day in my life, it will not tell me in any way how my last year was or how my new year will be.
4 general sound failures at the movies when I was watching Avatar. Boy was I pissed.
And I spent the 31 dec night working on a philipino ship and the crew weren't friendly at all, no party, no juice, nothing, you see you're end-year wasn't that terrible.