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Errol's picture
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Submitted: Thu, 20/03/2014 - 02:38

FatCat wrote:
Is this a model viewer in progress? 8D

Yuppers. Working out the MDL format as I go along.

Quick update:

Those are the headlights of the Cleaver.

I apologise for the awfulness of the screenshots. It currently loads the mesh at an arbitrary zoom and then rotates it around the Y axis. Not particularly useful for grabbing screenshots but quite handy for debugging rendering problems.

I'll look at adding some camera controls tomorrow and once I've been able to process every MDL file I'll get started on textures.

Edited by: Errol on Thu, 20/03/2014 - 03:54

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FatCat's picture
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Submitted: Thu, 20/03/2014 - 02:57

Errol wrote:
FatCat wrote:
Is this a model viewer in progress? 8D

Yuppers. Working out the MDL format as I go along.

EEeeeeeeeeEEEEE!!!!!!!!!! *explodes into literally a million tiny metallic pieces*

lemonrev's picture
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Submitted: Thu, 20/03/2014 - 04:02

can you video that fatcat ?.

Errol's picture
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Submitted: Thu, 20/03/2014 - 09:52

Ironed out a few kinks and can now render the first mesh in any MDL file.


^^ Data_Core\Content\Accessories\AP_AGV\AGV.mdl

I'll work on positioning the viewport camera next and then move onto materials and textures.

At that point I'll begin filling in the blanks. I'm currently only processing about half the MDL file contents.

:: You wanna build a snowman mod C:R? Get Flummery, the Carmageddon modders tool. ::
Making C:R mods happen since '14!

lemonrev's picture
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Submitted: Thu, 20/03/2014 - 10:24

errol is that a program limitation that will not process the whole mdl file or are you just trying to see how well you can get it to decrypt the files ?.

Trent's picture
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Submitted: Thu, 20/03/2014 - 11:16

Awesome work Errol!

@Lemonrev: The MDL files have some unknown data in them, probably stuff like Level Of Detail information so it takes time figuring out what the rest of the data is. If you mean why isn't it doing the whole car, the reason for that is each component of a car is split into individual MDL files while the CNT file seems to be used to stitch it all together, so work needs to be done reading MDL files on their own before working on loading the CNT files for complete cars.

Errol's picture
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Submitted: Thu, 20/03/2014 - 12:11

lemonrev wrote:
errol is that a program limitation that will not process the whole mdl file or are you just trying to see how well you can get it to decrypt the files ?.

I'm developing the program in parallel to my working out the MDL file format. Also, as Trent said, I'll likely need to process the CNT files to correctly position multiple meshes and also process the MTL files to correctly assign textures. It's much like the act/dat/mat setup used in Carma 2.

:: You wanna build a snowman mod C:R? Get Flummery, the Carmageddon modders tool. ::
Making C:R mods happen since '14!

Trent's picture
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Submitted: Thu, 20/03/2014 - 18:27

Just a quick update on the TDX converter: I have it compiling normal maps! Yaaaaaay!

I was pleasently surprised it actually worked on the first compile, I was totally expecting there to be some issues with the indices being packed incorrectly or some sort of maths problem, but there seems to be no problems. So far I've only tested it by compiling the Towmeister's damage normal map and decompiling it again to check for any immediate problems so there may be still be issues when I get it in the game but it looks promising so far. I'll test it out some more tomorrow and if theres no problems I'll upload the new version!

Edited by: Trent on Thu, 20/03/2014 - 18:28

FatCat's picture
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Submitted: Thu, 20/03/2014 - 18:42

Hey Errol, can you try opening one of the main car body models?

Errol's picture
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Submitted: Thu, 20/03/2014 - 19:16

FatCat wrote:
Hey Errol, can you try opening one of the main car body models?

Sure.

:: You wanna build a snowman mod C:R? Get Flummery, the Carmageddon modders tool. ::
Making C:R mods happen since '14!

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