by Marisa the Magician » Mon May 14, 2018 6:38 pm
Being fed up with how unwieldy the MD3 format is (and after giving up on writing conversion tools from UE1 to MD3), I went and added support for the UE1 vertex mesh format directly, all by myself.
This is fully functional and tested thoroughly (excluding non-Linux platforms) but I think it may be a bit too "niche" of a format to be of any interest.
Source meshes are divided into two files: one for surface data (datafile, suffix _d.3d) and another for vertex positions (anivfile, suffix _a.3d); but I devised a quick and dirty way to pack them together (concatenated "UMSH" string + datafile + anivfile > .umsh file). This is also handy because the source files themselves have no signatures of any kind in their data that could be used for identification.
The branch is
here, and
here's a mod where I'm testing it all.
Being fed up with how unwieldy the MD3 format is (and after giving up on writing conversion tools from UE1 to MD3), I went and added support for the UE1 vertex mesh format directly, all by myself.
This is fully functional and tested thoroughly (excluding non-Linux platforms) but I think it may be a bit too "niche" of a format to be of any interest.
Source meshes are divided into two files: one for surface data (datafile, suffix _d.3d) and another for vertex positions (anivfile, suffix _a.3d); but I devised a quick and dirty way to pack them together (concatenated "UMSH" string + datafile + anivfile > .umsh file). This is also handy because the source files themselves have no signatures of any kind in their data that could be used for identification.
The branch is [url=https://github.com/OrdinaryMagician/gzdoom/tree/unreal_3d]here[/url], and [url=https://github.com/OrdinaryMagician/flak_m]here[/url]'s a mod where I'm testing it all.