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Age Of Empires 4 / IV ( .rgm )

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dimis9138
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Re: Age Of Empires 4 / IV ( .rgm )

Post by dimis9138 »

Tora wrote: Thu Dec 02, 2021 2:15 am Hey, thank you for the information in this thread. I added initial .rrgeom support to https://github.com/aoemods/AOEMods.Essence. I noticed some rrgeoms have 28 bytes per vertex and some (like the first one in this thread) have 16, perhaps there are even more. Right now I just read the first two GEOB chunks of each geometry object in the file and assume the first stores positions as halfs (and I skip the rest of the vertex data) and the second stores faces. Hopefully we can figure everything out and also convert the material files (I already have a converter for the textures too).
Unsure whether you're talking about the stride or not but for my little Noesis plugin I just instead looked for the header, then skipped 0x14 for verts, read the VCount, 0x4 to get the stride, then VCount & VStride and repeat the same technique to get FCount. You can look at my plugin for reference.

For reference also, verts are halfs, normals are bytes, UVs are half floats and faces are unsigned shorts. This is what I was able to pull with my very, very limited skills.
Looking for someone patient enough to teach me how to write noesis plugins :(
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