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Talk:Mod Tool/OniTools addon: Difference between revisions

m
vertex shading so close and yet so far hmpf
m (1) OBJC id ... that was something else ... correcting this. 2) getting the required polygons as quads turned out to be a trilema)
m (vertex shading so close and yet so far hmpf)
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There are now 3 options:
There are now 3 options:
* get Neo's OniSplit algorithm to quadrangulate the mesh in Mod Tool (complicated)
* get Neo's OniSplit algorithm to quadrangulate the mesh in Mod Tool (complicated)
* read the AKEV xml file to get the mesh's vertices/quads (slow and uncool)
* <strike>read the AKEV xml file to get the mesh's vertices/quads (slow and uncool)</strike>
* extract the mesh as dae from AKEV and use that as vertex shading object (reference for M3GM) (faster but uncool because it still requires all consoles, doors, etc.)
* <strike>extract the mesh as dae from AKEV and use that as vertex shading object (reference for M3GM) (faster but uncool because it still requires all consoles, doors, etc.)</strike>
 
AKEV data and extracted console mesh have different polygon IDs and point IDs. Identifying each point by position (taking tolerances into account) and then identifing the quads and triangles would take too long. So, it's still possible but at the moment it's a black hole consuming too much dev time... Darn.


===Animated reference===
===Animated reference===
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