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Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) m (1) OBJC id ... that was something else ... correcting this. 2) getting the required polygons as quads turned out to be a trilema) |
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# hit level export button to build the BINACJBOconsole and other xml and eventully all level files as onis | # hit level export button to build the BINACJBOconsole and other xml and eventully all level files as onis | ||
# now it would be time for the binary AKEV patching | # now it would be time for the binary AKEV patching | ||
## | ## console id can be used to identify the polygons in AKEV's AGQG instance where the vertex shading is stored (<Colors>) | ||
## now we have to hope that onisplit imported the mesh's polygons in the same order as Mod Tool read the polygons | ## now we have to hope that onisplit imported the mesh's polygons in the same order as Mod Tool read the polygons | ||
## getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color") | ## getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color") | ||
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* AGQG has 47 elements. | * AGQG has 47 elements. | ||
There are now 3 options: | |||
* 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) | |||
* 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.) | |||
===Animated reference=== | ===Animated reference=== |
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