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GTA Modification Forums
[WIP] Model testing gallery Only Post Your OWN Work
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Rob.Zombie  |
Posted: Thursday, Jul 2 2009, 17:22
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Sgt.Kanyo

Group: Members
Joined: Mar 22, 2007


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OverTheBelow  |
Posted: Thursday, Jul 2 2009, 17:34
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OTB "Oaty-Bee"

Group: Zaibatsu
Joined: Oct 30, 2008


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DexX  |
Posted: Thursday, Jul 2 2009, 19:23
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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| QUOTE (supermortalhuman @ Jul 2 2009, 02:32) | How new is this?
| QUOTE | Edit: The *.dcl files have been changed with R* patches (1.0.2.0 for sure, 1.0.1.0 is untested) and no longer contain full vertex declarations mad.gif Anyone using that data needs to grab the files from a 1.0.0.0 install. |
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That particular edit was made, i believe, in March. The actual description seemed to be useful only to humans, it looks like the number at the beginning of the file is what the game actually reads and is a combination of all the vertex flags. I did some work guessing at the values, you can read my notes here. | QUOTE | | Does this have to do with the vertex bugs? If so, does that mean modding is presumably a 1.0 affair now? How does this affect people with Steam copies of the game who will always only be able to download the latest version? Perhaps 1.0.1.0 patches will be an option to down-patch copies of the game? Since steam copies run from anywhere w/ or w/o steam as long as social club is running? Gold pressing consumers are screwed? |
I don't think it affects anyone (in terms of exporting models that is). You'll note that in the patches, R* never changed any of the models. We're still playing with the models that shipped with the 1.0.0.0 game, despite 4 patches. | QUOTE | You said in your response about padding, also, I see now with the lighting thing. To be clear though, IV buildings/statics, they don't have light data in the vertex anymore, it's all done on the last pass dynamically, right? Maps have the potential of looking great with flat/unlit meshes, thanks to Rage? Or not as dynamic as I think, and requires more than basic prelighting on the assets? I'm way behind, I need to be up to speed  |
They might have some kind of prelight data; even the weapons have a vertex color that is probably used for something, although what exactly i don't know. Every 3d object in the game is dynamically lit. So every vertex should have at the minimum, a position and a normal. Normal maps are used too, depending on the shader used for a particular material, but it still requires a vertex normal, and to make the normal map work correctly, a vertex tangent. About the padding, that seems to be a more common issue in general. REspawn had problems with it, prince-link is with his wdr tool, i doubt Oleg is unaffected.
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