But back on topic, are you saying that ibx's are generated at the beginning of each mission, and not in game?
Correct. They are generated, if needed, whenever a model is loaded. This happens in one of 5 ways: 1) when you view a model in the Lab, 2) when you view a model in the techroom, 3) when you use -pofspew, 4) during mission load, or 5) when using FRED and you place a model in a mission which isn't already there.
And maybe my PC is faster than I thought, because doing the entire spew for FS2 took maybe 15 seconds.
Yeah, the retail models, and many of the current HTL models, will be pretty quick. Something like the hi-poly Fenris or Lucifer can take a couple of minutes. The big issue is when I add IBX² support for 3.6.10 and above. The current IBX files can work with any model which doesn't exceed 65,000 verts per submodel. The new IBX files will initially support just over
2 billion verts per submodel, and has the capability to double that without breaking file format. Models that complex could take over an hour to generate index buffer data for, even on a really fast computer.
The apparent hang when the index buffer data is being generated is something of an issue though, and always has been. I have tried to create a popup or some other indicator to let you know that the game is actually doing something and isn't locked up. Unfortunately all attempts at that have failed and the result just wasn't very user friendly, or was such nasty code that I couldn't even look at it anymore. I do have a new idea though, generating index buffer data in a new thread. That will make it work great for SMP/dual-core systems, and also allow a crude time-to-complete indicator to be presented to the user.
And before anyone says anything about the new IBX file format, just know that both are fully support. The format change is dynamic, and the new IBX² files will only be created if the model actually requires it. Otherwise the normal version 1 IBX files will be used. All current files will still be support, and the game will still generate those old format IBX files for 99.9% of all models. It will just be for that 0.1% of models which need more than 65,000 verts per submodel that will end up using the new file format.
<edit> So where did cargo2t-01 come from?
More than likely, it was the only POF which was actually different from what you already had IBX files for. If the POF is different in any way then the CRC test won't pass, even if only a minor change was made to the POF. There are several mods which include slightly modified POFs, but they look exactly the same, or just have slightly different textures. As far as the IBX code is concerned though, they are two very different models and requires a new IBX file.