Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: LuaPineapple on September 04, 2008, 10:17:06 pm

Title: Where's the Gods Be vertex mesh stored? + Does someone understand the phys eng?
Post by: LuaPineapple on September 04, 2008, 10:17:06 pm
Ok, so it's a model, that means it's got to have a list of vertexes SOMEWHERE, but where? There must be a location where I can retrieve a list of all the vertexes used in a model's rendering matrix.
Or better yet, where do we keep the gods be physics mesh? It has to be SOMEWHERE but I can't find it, even after two days.

Does anyone know where I can get the vertex mesh of a model?

PS: If anyone can make heads or tails of the physics system please explain it also, trying adding Bullet to the codebase without knowing where the gods be meshes are located is hell. That and the fact that I'm going to need to change every single thing that has to do with physics. Maybe I can hackz it (won't get any worse) and sneakily override the old physics system with calls into the new one? :doubt:
Title: Re: Where's the Gods Be vertex mesh stored? + Does someone understand the phys eng?
Post by: pecenipicek on September 05, 2008, 10:08:54 am
which format are you concretely talking about? basically, each modelling program has its own way of storing the model info.
Title: Re: Where's the Gods Be vertex mesh stored? + Does someone understand the phys eng?
Post by: chief1983 on September 05, 2008, 01:53:59 pm
Heh...I'd like to see what a ship with a null MOI does when it gets hit in a decent physics system...

Btw, I think he got this sorted out last night on IRC.  He was referring to in the POF format, as in which chunk.  Turns out though there are different groups for each subobject which wasn't taken into account originally.
Title: Re: Where's the Gods Be vertex mesh stored? + Does someone understand the phys eng?
Post by: Bobboau on September 09, 2008, 10:23:51 pm
it's all in the bsp tree, which isn't a tree structure but rather a bunch of unformated data shoved onto a buffer.