Tcll
Smash Lord
this is prbly my biggest MDL0 discussion thread yet...
but apperently it's needed :/
I've created this thread in hopes to gain more knowledge about MDL0 files
as you all know, I'm building a plugin for my converter... but not everythings known... yet...
here's what I've figured out about the MDL0, and actually gotten converted so far:
Definitions (what do these do??)
Bones (unconverted)
Verts
Normals
Colors (not sure how they're used)
UV's
Materials (figuring)
Shader_Config (figuring)
Objects (face-points almost complete)
Textures (not sure how they're used)
Pallets (not sure how they're used)
other stuff:
nodes (figuring)
weights (unconverted)
anything I may have forgotten
the unconverted stuff is figured out
notes/thoughts:
the shader configurations are read by 48 byte blocks
be sure not to confuse these with actual shaders...
they're only configurations for defining shaders,
the materials contain the info that uses the shaders.
nodes are basically links between bones and objects,
or more like they create an object parent (mesh to bones)
(if an object's nodeID = -1 , read all nodes)
I just don't know if the -1 nodes are useful
I think colors deal with the vertex colors which conflict with the actual material colors
^still lookong into it
if there's any info about mdl0 files anyone would like to know (that I know),
feel free to ask
also, I will most likely be multi-posting
(for those who are obsessed with telling me otherwise)
but apperently it's needed :/
I've created this thread in hopes to gain more knowledge about MDL0 files
as you all know, I'm building a plugin for my converter... but not everythings known... yet...
here's what I've figured out about the MDL0, and actually gotten converted so far:
Definitions (what do these do??)
Bones (unconverted)
Verts
Normals
Colors (not sure how they're used)
UV's
Materials (figuring)
Shader_Config (figuring)
Objects (face-points almost complete)
Textures (not sure how they're used)
Pallets (not sure how they're used)
other stuff:
nodes (figuring)
weights (unconverted)
anything I may have forgotten
the unconverted stuff is figured out
notes/thoughts:
the shader configurations are read by 48 byte blocks
be sure not to confuse these with actual shaders...
they're only configurations for defining shaders,
the materials contain the info that uses the shaders.
nodes are basically links between bones and objects,
or more like they create an object parent (mesh to bones)
(if an object's nodeID = -1 , read all nodes)
I just don't know if the -1 nodes are useful
I think colors deal with the vertex colors which conflict with the actual material colors
^still lookong into it
if there's any info about mdl0 files anyone would like to know (that I know),
feel free to ask
also, I will most likely be multi-posting
(for those who are obsessed with telling me otherwise)