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Thread: RSSE : A Rogue System Ship Editor

  1. #21
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    Quote Originally Posted by Tryss View Post
    Ok, I can now edit all the properties of the systems.

    I'm redoing the Mesh UI to implement the MVVM pattern. I'm quite happy with the cleanliness of my code, usually what I do is an horror show.

    Expect the First Real Version Soon(TM)
    Very cool! When things become more finalized I can get you a definitive list of keywords, etc., for each of the parameters. My eventual goal would be this type of editor, built into a WYSIWYG like tool, so you can see the art as well as edit values. This will be a great start though!
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  2. #22
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    For this the fundamental question is : what's the Leadwerks file format for .mdl and .tex? But yeah, this will be the ultimate goal

  3. #23
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    Aleph0 version is UP !

    https://github.com/Enyss/RSSE

    You can find an executable here :

    https://github.com/Enyss/RSSE/tree/m...bin/Debug/RSSE (take the dll too)

    Tell me what you think and if you find bugs & other strange things.

  4. #24
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    Congrats!

  5. #25
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    Indeed! This is a VERY good first step
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  6. #26
    I have have no idea of what you did exactly, how useful it will be and how hard it was to do, but I congratulate you because it sound really cool. (I'm honest)

  7. #27
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    It was not hard to do, just a little time consuming.

    What I did? The ships are stored in a text file, and I "just" present the content of this textfile in a slightly more legible format

  8. #28
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    So, I'm starting to look at these .mdl files... Not an easy task, even if I spotted a few things...

    Edit : I'm progressing faster than expected. I've located the vertex, normal, UV, and face informations... But there's still a big number of unknown stuff

  9. #29
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    Ok, I've got the texture format reverse engineered. It's based on a DXT5 compression, but with the filestructure slightly modified (why? )

    Here is the external base texture of the FlyingFox after rewritting it in the usual format (and converted to lower res png for your viewing pleasure):

    Attachment 21028

    Ok, I think I've got the model too. The collision data was giving me some trouble.


    Next step : automatization of the process, and setting up th OpenGL stuff *go browse some tutorial*

  10. #30
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    Ok, so I can now load the geometry of the .mdl in an homemade viewer :

    Attachment 21029

    Now, I need to find how texturing works.

    PS : sorry for the multi-posting

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