daemon1 wrote:For example, for a decent level, there will be a few thousand static models. How do you expect it to export? A few thousands of separate files? How are you going to check them when they are so many?
Lets put it this way, if I unpack the game
The Crew for example, by zones it has over 900 assets ONLY for roads and terrain,
they are all split in a puzzle kind of way, they are just extracted same way they where packed, which is normal, and have a helper/bone centered at origin while the actual geometry is not, if I move the helper the geometry moves with it obviously, so all I have to do is import those over 900 manually one by one, then starting to arrange them like a puzzle then to "stitch" them together to form the roads and the terrain in between, if the max script that was created for it would read also the internal transforms, everything would be placed automatically where should, then only issue would remain to apply materials/textures manually.
And that's what I happen to work on it at the moment, importing each and one of them at a time, then arrange them accordingly then stich, so on and so forth, now when comes about buildings and other details/assets, I have no clue how to figure out where they all go, lol, and of course if in the end all look unnatural delete everything and move on to a different approach, and each approach can take between few weeks to few months, it is what it is.
Bottom line is, it does NOT matter how many thousands they all are, as long as they know where they go in the 3D space, period, its irrelevant how they are imported, even if in batch or one at the time.
Here's some samples for
The Crew if you care to check and see if transforms even exist inside them, maybe you can ease up some of the work, just saying, you never know.
daemon1 wrote:As for NFS, people have found the position/rotation data in FBX files for SWBF1/2. Have you checked the same place in NFS?
The EBXs for the NFS contain the transforms for the wheels and they're parts, but NOT for roads, terrain, buildings etc etc etc to create the map as in game, maybe they are only located inside the mesh files, cause I doubt the chunks have anything.