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. _________________
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... _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
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. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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...
//
// 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
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