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Old 10-01-11, 07:51 AM   #34
Madox58
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Quote:
Originally Posted by TheDarkWraith View Post
ok, I think I found something interesting in the King GeorgeV.gr2 file itself:

000176E0 01 01 01 01 01 01 01 01 00 00 00 00 50 6F 73 69 ............Posi
000176F0 74 69 6F 6E 00 00 00 00 4E 6F 72 6D 61 6C 00 00 tion....Normal..
00017700 54 61 6E 67 65 6E 74 00 42 69 6E 6F 72 6D 61 6C Tangent.Binormal
00017710 00 00 00 00 54 65 78 74 75 72 65 43 6F 6F 72 64 ....TextureCoord
00017720 69 6E 61 74 65 73 30 00 54 65 78 74 75 72 65 43 inates0.TextureC
00017730 6F 6F 72 64 69 6E 61 74 65 73 31 oordinates1

Basically it tells me the vertex layout:
Position
Normal
Tangent
Binormal
TextureCoordinates0
TextureCoordinates1
Most Models in SH5 use 64 bytes to define the data for one vertex.
MOST but not all!!
Look at the Large Costal Gun and you'll see a 76 byte data structure!!
It has DiffuseColor0 before the first set of Texcoords.
That throws 12 bytes in but I have no idea why that's there.

Open that GR2 with your program and since your useing the granny2.dll I would expect it to render properly.

I had to add to my script to export the vertex data to account for this extra info.
Basiclly I just ignore it for now.

Also, if you open the gun with Goblin and click to view wireframe?
Only the base will show in wireframe mode.
The Barrel and Turret won't. So the DiffuseColor0 is doing something at least in Goblin.

Last edited by Madox58; 10-01-11 at 08:18 AM.
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