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[Request] Ares

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CriticalError
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[Request] Ares

Post by CriticalError »

Ok another great game of company MGAME, the game have a lot different format, freaky formats, someone can take a look files.

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Re: [Request] Ares

Post by finale00 »

The files for the mobs are just skeleton/animation info.
I have seen n3cskin before in another game but don't remember which. It is not hard (well, meshes anyways)

Oh right, n3pmesh was used in HeroOnline and another MMO. It should be the same format as the ones here (same engine I guess)

n3cskin: http://db.tt/WSlByAqp
Dxt textures: http://db.tt/eXviPK0v

The n3cskin format is just

Code: Select all

meshName
matName?

int32 numVerts
int32 numFaces
int32 numUV

vertex buffer (24 bytes each)
indices (numFace * 3)
UV buffer (8 bytes each)
UV indices (numFace * 3)

#more
I just don't know how to render that in noesis cause the UV is separate...



Maybe someone can tell me how to assign the UV's in this case?
Last edited by finale00 on Sun Feb 12, 2012 10:07 am, edited 1 time in total.
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Re: [Request] Ares

Post by CriticalError »

you rock man, textures working fine.

PD: but how UV can work out? truth never amazes me to hear it, well I go to sleep, is 6:10 in the morning here, rest thank you very much for everything, I will try to watch some of that tomorrow.

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chrrox
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Re: [Request] Ares

Post by chrrox »

here is an example max script i have done where the uv's were per face rather then per vertex I just converted it so they were per vertex.
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Re: [Request] Ares

Post by finale00 »

Hmm, so per-face UV's can always be converted into per-vertex UV's?
Does that apply to normals as well?
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Re: [Request] Ares

Post by chrrox »

yes
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Re: [Request] Ares

Post by finale00 »

LOL I think I've asked this before and you posted the same script for reference.
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