View Single Post
  #68  
Old 06-20-2014, 04:22 AM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
Default

Quote:
Originally Posted by Packet View Post
Would it be difficult to sort vertexes by what model they're associated with? This would simplify sorting out objects that should be permable and applying other flags. If not, I'm still content with what you've made.
Technically they are all part of the single model glob that is the TER. The EQG game files don't have the concept of a submesh or anything like that, so I wouldn't be able to read boundaries from them beyond material associations. However, I might be able to whip something up for imported models only -- the .obj file does keep track of different named sections of geometry from the modeller (with the "Objects as OBJ Objects" export option from Blender, for example), so I could keep those in an external file and read from there. Probably worth doing; the list is just way way too long to look at as things are.

(Reminds me I need to add a way to set triangle flags for MOD models. Also I would be interested to see if EnvEmitter particles could be added to zone MODs through the weapon model importer and the particle data editor. Could probably have little fires, falling leaves, stuff like that.)

Quote:
Originally Posted by Packet View Post
Also on another note, when importing objects - more specifically the object material file (.mtl): There is a part that accounts for bump mapping which causes a nil error and corrupts the eqg archive.
Blah. The map_bump property is one of only two things it even reads from there, it ought to work :| Will have to take a look at that. I'm thinking of adding some kind of quick error dumping to the tool after that MOD import bug.
Reply With Quote