Omens Of War .MOD File Format
Just successfully rendered a .MOD file :)
I have only tested with placeable objects so far, but this has checked out so far. Code:
struct Header { Each element is a null-terminated name followed by a null-terminated value. If the name starts with 'e_' it is a property of the previous material named, otherwise it's naming a new material and its associated base texture. If the base texture named starts with e_, leave the base texture empty and treat this name as its own variable. In the case of having no base texture, simply use the first e_ entry value as the texture, but make sure you also set the e_ entry in your material data. Now comes the one portion of the file that I have yet to figure out. My theory is that it is a BSP or octree, but I have yet to test it. To skip it, seek to 3 + (vertex_count * 32) + (poly_count * 20) bytes before the end of the file. I'll work on figuring this out when I get a chance, but my knowledge of BSPs and octrees is so limited its not even funny. Next comes the vertices. You should decode these and store them in a zero-indexed array. Code:
struct Vertex { Code:
struct Triangle { Happy Hacking, Lord Daeken M. BlackBlade |
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