(02-24-2013, 10:59 AM)Peardian Wrote: That works well enough, I suppose. Do you know how the endpoints for the planes are determined? If I were to guess, it looks like the second set of points is simply placed a set small distance upwards from the actual points.
Sure! I programmed it. It would be the equivalent of 3 pixels but I can set it to 1 or anything. In my app the lines are there but the "3DVIA Printscreen 2.3" doesn't grab them or the 3dXML viewer doesn't draw them.
I also used a scalling factor for each model. They are all on either 8 or 16 integer coord. values so even using scaling the values are not corrupted by quantization and of course you can set scaling to 1 and get the exact model vert. information.
I'm just trying to prove it can be done like this in the version of the decoder that I am using, but if I ever were to learn about DAE sure I would make a decent export tool but that won't happen soon.
I will release the source code when we get the animations working, that way someone else will be able to add functionality and maybe read the stage information.
Whats more, the method usted for storing information and reading is almost exactly like the one used for Star Fox 2 as well as any other SuperFX vertex based game. I've also read that it is the basis for how Super Mario 64 was programmed and why it was so efficient. This meaning that in the future you could extract those models too.