Ok well its been REALLY hard work considering I can't edit or even open these tags, figuring out the tag structure mostly in nothing but hex. But finally i got my exporter to get a model that will load and not crash sapien or fail to read it. I know its a bit early, but I want to keep everyone posted on this. Right now, my approach is to make a .gbxmodel -> .render_model exporter to save myself allot of work as the 2 formats are similar, and I can easily get nodes, markers, etc. But I may create a direct exporter/ model compiler from a source format like .JMS sooner or later.
I still have LOTs of bugs to work out, but I finally got something that works and loads ingame.
Props to anyone who can identify these 2 custom models of mine. Sorry that they currently look so ugly ingame. :P
Right now I just have it attached to a scenery model. I still have to sort out the ordering of indices strips, which is why the polygons and texture coords look garbled. Took me quite a bit of time to figure it out with the lightmap geometry model data.
I plan on adding an option to edit the tag data before exporting such as what shaders to use, what sections belong to which LOD, marker tweaking, etc... Or maybe someone might find it in their hearts to be kind enough to release a patch for guerrilla to unlock some of the tag editing restrictions. Until then, I'm going to continue to find small work arounds for users to getting custom content ingame. After I complete this and get it polished off, I'm going to attack the collision tags next. As of now, these just have box based collision.
I'l be sure to keep you all posted!
UPDATE!!!!
Fixed some stuff! See post #52 for details
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