Quote:
Originally Posted by privateer
That is kind of incorrect. And it does go to discusions I've had with gap about how 3D models can/do work in all SH Versions.
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yep, given the limitation of SH5 game engine which have already started showing up (see the random ctd's discussion going on since 2-3 weeks ago) the future of SH5 modding is all about optimization.
@ Targor
I think I have the concept presented by privateer pretty clear in my mind and I can provide some practica examples, if you want. In short, instead of having multiple instances of the same mesh inported in game files as individual objects, we can have just one of them, which can be linked to as many nodes/bones as we want. The linking can be intra- and inter- files.
Multiple references to the same mesh in one file are done through the Model Id property of each node. The same model id can be used multiple times in a file, as far as its index number is lower than the index number of the nodes that the model gets linked to. This is relative to dat models. Doing the same with GR2 models is theoretically feasible but still not possible due to a limitation of TDW's editor, which limits us to only have a bone binding per mesh.
As for the linking of a model in a file to a bone/node in a second file, there's the Mergectrl controller for it. IIRC the same controller can be used for both GR2 and dat files, if not, a similar controller is used for dat objects. So, if for instance we needed for two balloon ship equipments, each with its own operation height, but using the same balloon model, we should create 2 files containing just cables of different heights. Then, we could give the two files two MergeCtrl controllers, containing referencse to the one common balloon body model, stored in a third file. If the two equipments will happen to be rendered in game at the same time, the game will need to load the balloon meshes just one time, rather than two
P.S: privateer, please correct me if I have reported wrong or incomplete information