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Scripting and Reverse Engineering / Re: FF8 Models, How did Qhimm rip them?
« on: 2010-01-12 01:29:39 »
Those gaping holes infer that the surface has the inverse normal it should have hmm you may have mostly triangles and those might be quads? This may indicate you are not traversing those particular vertexes in the correct order. The right foot looks slightly incorrect. It's better looking than my spaghetti was to be honest.
I found my old source code but it looks like the DFM file (form layout description language) got hosed. It seemed to do quite a bit it appears to have used GLPanel which... isn't on the net anymore
I remember I was moving to GLScene. However GLScene is vehemently Delphine in nature as well as not very well supported by BCB. I can't build the components essentially. (Puzzle).
Well anyhow it appears to be a similiar panel to what NeHe assistants used in the BCB examples. So I'll see what I can do with those variants.
The biggest problem is I am missing half the descriptor for my form.
Erstwhile as I said it looks like you have missordered some of the vertexs and that might be what is causing the 'holes' the rotation issues might be directly related although I doubt it. The foot appears to have been rotated the oposite direction. My mistake was not taking the vertex pool seriously enough. Maybe I can fiddle with the old FF8 model traversing code.
Cyb
I found my old source code but it looks like the DFM file (form layout description language) got hosed. It seemed to do quite a bit it appears to have used GLPanel which... isn't on the net anymore
I remember I was moving to GLScene. However GLScene is vehemently Delphine in nature as well as not very well supported by BCB. I can't build the components essentially. (Puzzle).
Well anyhow it appears to be a similiar panel to what NeHe assistants used in the BCB examples. So I'll see what I can do with those variants.
The biggest problem is I am missing half the descriptor for my form.
Erstwhile as I said it looks like you have missordered some of the vertexs and that might be what is causing the 'holes' the rotation issues might be directly related although I doubt it. The foot appears to have been rotated the oposite direction. My mistake was not taking the vertex pool seriously enough. Maybe I can fiddle with the old FF8 model traversing code.
Cyb