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December 27, 2009 at 8:36 pm (CST)
There's a
new version of Scarlet up. This one has a lovely new feature called "Ultra-shot". It allows you to take massive multi-sampled renders of models (if your graphics hardware supports it) and export them to PNG files. It also saves the depth mask into the alpha channel, so you have a nice anti-aliased cutout layer for your render.

I made this fantastic and wonderful Christmas wallpaper in celebration. I apologize if it makes you collapse and/or cry tears of blood.
December 22, 2009 at 10:29 pm (CST)
I've been quite aware that my GIM de-swizzling has been pretty busted for a while now. I totally brute-forced it by looking at my raw RGBA pixel output and re-arranging pixel chunks based on bit depth conditions and all of this other crap, having no idea what in the hell was actually going on with the data. So I decided it was time to actually make it work right across the board. I figured this is a problem that had been solved 100 times over, so I went digging into the community-maintained pspdev SDK and its documentation, and what did I find? Swizzling (and de-swizzling) routines that were completely broken across varying image bit depths.
Read more...December 8, 2009 at 10:11 pm (CST)
As you'll know if you were bothering to read the comments and updates on that last post, I went back and got GMO animations working. I just found yet another animation data track type. Radians.
There was also a bug wherein entire surfaces that are weighted to a single bone were not actually transforming correctly (since they lack reference bone base pose matrices, my parser was confused). A number of models that looked like they were just single parts, as well as attachment models and bolt-ons (things that typically look like they are static meshes in themselves), bolt to skeletons correctly. Before I trail on, the new mesh2rdm with these additions/fixes (v3.5) is
here.
Read more...November 25, 2009 at 8:34 pm (CST)

Today, I found myself pondering some of the loose ends from my GMO exploration. I'm not really sure what brought it back up to the surface, but I decided to go ahead and take a break from the main project and have at it.
Before I go on, you can get the new version of mesh2rdm (v3.0)
here. This version mainly includes, as you might guess from the subject matter of the post, GMO-related texture fixes and additions. The biggest change is probably that all of the DXT-compressed GIM's can now be properly viewed.
Read more...October 6, 2009 at 6:46 pm (CST)

I've just put up a new version of mesh2rdm (v2.6)
here. This version has a few bug fixes, and a bunch of new stuff pertaining to skeletal processing and modification.
I'll also take this opportunity to officially state that I am no longer supporting or fielding questions for mesh2rdm, mainly because it's too much effort. However, I will continue to release updates and maintain it (as I have been for the past several years), for myself and the 2 to 3 other people that actually use it for its originally intended purpose.
Read more...August 31, 2009 at 12:20 am (CST)
I've been using mesh2rdm rather extensively in my actual game development, and have found a few bugs. Including a rather significant one, which resulted in the SMD exporter not exporting normals correctly. There was a typo in the export code that was causing it to write out xyx instead of xyz. I had a bit of a giggle when I noticed that. Click
here for mesh2rdm v2.5.
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