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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. | 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. | ||
== Improving deletion algorithm == | == Improving deletion algorithm == | ||
'''[Expand [http://konoko.oni2.net/%5bOni%20Developing%5d/%5bProgramming%5d/SRC%20texts.7Z this archive] to see the files being referenced. -Iritscen]''' I've tested an improved version ("kill_NONEs_improved.TXT") of this section ("kill_NONEs_orig.TXT"). My improvements are very simple: | |||
# Deleting cluster itself after polygon deletion | # Deleting cluster itself after polygon deletion | ||
# Freezing object and modelling | # Freezing object and modelling | ||
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<br> | <br> | ||
--[[User:Mai X|Mai X]] ([[User talk:Mai X|talk]]) 00:17, 10 April 2023 (CEST) | --[[User:Mai X|Mai X]] ([[User talk:Mai X|talk]]) 00:17, 10 April 2023 (CEST) | ||
[[Category:Completed modding tools]][[Category:Windows-only modding tools]] |