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Generals conversions
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jan 26, 2016 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes and no...

Due to the large amount of work required to convert/edit the Generals buildings for use in RA2. I decided it would be easier & look better if I remake them from scratch in a similar style.

However I was/am already doing that for Allied General, they are exclusive for his project & not available to the public tho.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Thu Jan 28, 2016 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Ya I remember trying to bring Gen buildings into Ra2... I think the importers are just broke...

And this is still some thing I want to do... I am not sure why...

If some one can point me to a .w3d file structure I could try to make an importer...

I remember looking in at a .w3d file in notepad and saw that the file names are still there...

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jan 28, 2016 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

A W3D importer already exists for 3ds max here. Problem is it only works for MAX 8 and earlier and the texture coordinates aren't kept afaik. If you want to take a look at that for reference, be my guest.

EDIT: Sleipnir's has the most updated version; changed URL.


EDIT2: Redact all that, Jonwil has source apparently.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Jan 30, 2016 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I actually do not know if that if that .h file is correct... for generals...

I am trying to get the header info out of one of the generals tanks (avleopard.W3D). And its really not liking the header info
http://zombapro.ppmsite.com/readW3d/w3dread.php
Link above is what I have so far...

Code:

#define W3D_NAME_LEN   16

typedef struct
{
   uint32               Version;                     
   uint32               Attributes;
   
   char                  MeshName[W3D_NAME_LEN];      
   char                  ContainerName[W3D_NAME_LEN];

   //
   // Counts, these can be regarded as an inventory of what is to come in the file.
   //
   uint32               NumTris;            // number of triangles
   uint32               NumVertices;      // number of unique vertices
   uint32               NumMaterials;      // number of unique materials
   uint32               NumDamageStages;   // number of damage offset chunks
   sint32               SortLevel;         // static sorting level of this mesh
   uint32               PrelitVersion;      // mesh generated by this version of Lightmap Tool
   uint32               FutureCounts[1];   // future counts

   uint32               VertexChannels;   // bits for presence of types of per-vertex info
   uint32               FaceChannels;      // bits for presence of types of per-face info
   
   //
   // Bounding volumes
   //
   W3dVectorStruct      Min;               // Min corner of the bounding box
   W3dVectorStruct      Max;               // Max corner of the bounding box
   W3dVectorStruct      SphCenter;         // Center of bounding sphere
   float32               SphRadius;         // Bounding sphere radius

} W3dMeshHeader3Struct;

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