8,018
edits
Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) (getting vertex shading on OBJC meshes - the theory) |
||
Line 37: | Line 37: | ||
==More wild ideas== | ==More wild ideas== | ||
===Vertex shading on doors, consoles, etc.=== | |||
XML-based AKEV editing isn't possible. But now I know about binary file reading, so it should be possible to do binary file patching as well. | |||
Neo said that adding vertex shading to re-imported OBJC meshes is something he isn't really keen on because the current level building is based on M3GM files which can't store vertex shading data. | |||
Also he isn't convinced that OniSplit could easily associate these M3GMs with vertex shading saved in another file. | |||
Still I'm still not willing to give up on this. ^_^ | |||
Here's the plan: | |||
# import a console into Mod Tool | |||
# associate an ID (and everything else necessary to build the "BINACJBOconsole.xml" file later) | |||
# apply vertex shading | |||
# 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 | |||
## we have the console id, with that we can look up the OBJC id in BINACJBOconsole | |||
## the OBJC id is then 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 | |||
## getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color") | |||
===Animated reference=== | ===Animated reference=== |
edits