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Good to know.
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The program is only there to make it flash its lights. Without it, robot would not do it.
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I mean why is iteven executing it, nonsense.
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If it´s not meant to move, why is the program called flash and even has it an executed program.
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I'll try to write Blender exporter. Doesn't look difficult to make, but there are some incompatibilities to consider.
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I think it doesn't move because it's static. But that's just my opinion.
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(Bug)The static target at the shooting battle vs. the static target doesn´t move(it executed the program).
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More likely they used 3ds format, but then wouldn't they just stick with this format? Especialy if it have a lot of features that .mod doesn't support.
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I don't think game support .max files, and I don't think it ever supported it.
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But how they loaded model into game then?
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Maybe that's the idea! We should resurect debugmode and see how this mode works with saving changes to MOD files? This mode was used for UV mapping etc.
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Nothing in ceebot.zip is looking obvious to me.Looks like there's no such thing. Maybe they converted those MAX with y'know - the game itself in debugmode Tongue.
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Hmm, good question. How did they exported from max to mod? They had some custom script? Is it somewhere?
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Hardcoded informations about vertexes for states would have no sense, it would only make them work more then, without any benefits.
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Seems like it is kind of hardcoded, at least with regards to texture names and some states
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Ooops, I made a mistake. There's indeed a converter, but any_file -> DAT...
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I hope there's no such thing like hardcoded informations about vertexes that are responsible for states... Maybe we should analyze original converter MAX -> MOD from ceebot.zip to figure it out?
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Ok, I found it. Gonna analyze it.
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In Colobot that is
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I want to find code responsible for calculations of UV, but I have no idea where to look for it