Search found 6 matches
- Tue Aug 23, 2011 2:12 pm
- Forum: General Discussion
- Topic: 4ds files hacked
- Replies: 282
- Views: 360802
Re: 4ds files hacked
From my experience there's no standard on the order of the components of a quaternion. Some write it according to alphabet (w,x,y,z), others prefer (x,y,z,w). Interestingly IS used the same order for both file types in Mafia IIRC...
- Sat Aug 13, 2011 4:24 am
- Forum: General Discussion
- Topic: tree.klz think tank
- Replies: 22
- Views: 30083
Re: tree.klz think tank
Hm ok, or simply don't assign any material to it. That could work, indeed...
- Thu Aug 11, 2011 5:28 pm
- Forum: General Discussion
- Topic: 4ds files hacked
- Replies: 282
- Views: 360802
Re: 4ds files hacked
Thanks for the advice! Is an exact vertex position of a mesh somehow important for the LMs? Because the exported positions do not coincide completely. A vertex imported to X = 0.000041 may show up in a 3ds Max exported file as 0.000042. Hm no, that should be no issue, at least for Mafia. Things tha...
- Thu Aug 11, 2011 4:47 pm
- Forum: General Discussion
- Topic: tree.klz think tank
- Replies: 22
- Views: 30083
Re: tree.klz think tank
PS: a question.. How were tree.klz generated, for Mafia? Completely manually? Or maybe exported from a 3d-editor? Or even automatically calculated? Thank you very much! :) Face col data can be created straight from the mesh data. For primitives col data we use the following approaches (or a mixture...
- Tue Aug 09, 2011 10:46 pm
- Forum: General Discussion
- Topic: tree.klz think tank
- Replies: 22
- Views: 30083
Re: tree.klz think tank
Hi, I'm the ASM hdmaster referred to. The tree.klz format seems to be similar to the one used by Mafia: City of Lost Heaven. Maybe some things are different, but even then it should give you a descent starting point. ;) // // KLZ Header // uint32 Signature // GifC uint32 Version // 5 uint32 Collisi...
- Tue Aug 09, 2011 6:56 pm
- Forum: General Discussion
- Topic: 4ds files hacked
- Replies: 282
- Views: 360802
Re: 4ds files hacked
Screenshot of Africa1_mp exported from 3ds Max. I don't know why that turquoise color appears.. Mafia renders objects with incorrect lightmaps this way. Your export probably changed that mesh object somehow so it's not consistent with the data stored for the associated lightmap anymore. Try to find...