2010-06-10, 03:09 AM
I can't keep track of the few MDL/MDO threads floating around here. Anyway I've been a little slow picking things back up. ATM I think I'm working on getting the importer code accepted into the Assimp code repository... that will propagate Som support to all apps loading Assimp more or less.
In the meantime if anyone has an animated model they want to turn into a MDL file. I can work on that for you immediately under the following circumstances...
A) It's hard animation. That is like most of the NPCs except for the caped king and some others. Basically like a wooden puppet.
B) Each part of the animation only references one texture. That is you can't have some triangles using one texture and other triangles using another. This should work in the future but it's kind of out of my dept. Because support for this has just been added to Assimp and it's pretty loose. Assimp basically will decompose the mesh into submeshes per each material and the only way to put it back together is because the submeshes all share the same name. The only prob is almost no importers support mesh names afaik at this point. I will try to add support to .X at least at some point, but not at this time.
C) If you embed your control points inside meshes make sure they use the same materials. This is really same as B. You can also make them separate meshes but Som files almost never do so.
D) You will need to name your animations appropriately. Your format will have to support animation names. Or possibly if not you can try inserting dummy animations so they can just be counted. If anyone gets this far I will work with you on the naming part.
In the meantime if anyone has an animated model they want to turn into a MDL file. I can work on that for you immediately under the following circumstances...
A) It's hard animation. That is like most of the NPCs except for the caped king and some others. Basically like a wooden puppet.
B) Each part of the animation only references one texture. That is you can't have some triangles using one texture and other triangles using another. This should work in the future but it's kind of out of my dept. Because support for this has just been added to Assimp and it's pretty loose. Assimp basically will decompose the mesh into submeshes per each material and the only way to put it back together is because the submeshes all share the same name. The only prob is almost no importers support mesh names afaik at this point. I will try to add support to .X at least at some point, but not at this time.
C) If you embed your control points inside meshes make sure they use the same materials. This is really same as B. You can also make them separate meshes but Som files almost never do so.
D) You will need to name your animations appropriately. Your format will have to support animation names. Or possibly if not you can try inserting dummy animations so they can just be counted. If anyone gets this far I will work with you on the naming part.