Displaying entries for tag: TechnologyApril 17, 2010 at 12:38 am (CST)

When I implemented COLLADA import in mesh2rdm with FCollada, I didn't even attempt to seek out documentation.
This was because after one look at the library's headers, it seemed quite evident how to use it and what to do with it, and import support (including animations) turned out to be a simple afternoon job. I was not aware at the time that I had no choice in the matter! Upon going to implement export support, things weren't so obvious, so I went looking for some actual documentation. Well, that didn't go so well.
Read more...March 28, 2010 at 8:15 am (CST)

I decided to take a break from my commercial game because non-stop scripting, object placement, and high-level code support is really making me want to throw myself off the side of a mountain.
I have always had a special love of Ys games, so I decided to target the "ymo" model format used in the 3D PC remake of Ys 3 (and probably others, although I don't have them, so I can't check), and stuck support for it in mesh2rdm. It was a nice day project. It's also a weird format and seems like it would be totally inefficient to parse in on load time. But I guess some formats are just crazy like that.
You can get the new version of mesh2rdm (v3.8)
here. There's so much other crap in it that's changed or been added that I'm not even going to attempt to sum it up. Although most of it's probably noted on the massive "help" message that comes up when you run it with no command line arguments.
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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