I've literally pulled a model, converted it to an FBX in Max, imported it into Maya, deleted all the polygons, added my own, renamed them all to match the original polygon names, parented them to the corresponding joint helper, imported it back into Max, exported it as an ASE and it still crashes the engine. It's a bit of a pita and an antiquated system. It's not using actual bones, but helpers (or locators in maya) to move the polys. You can find them here:Īs for animations, trust me, I've picked apart the ASE files over the years. I posted a link about your build on the forums. He stripped the engine of all the excess UI that was unneeded. His Mech Bay is amazing, as it allows for adding or reducing tonnage, hiring mechwarriors, doing repairs, etc. It's only 32bit, but you're already further along with the engine rebuild, you two might be able to share code. You should really go talk to Magic about the MCO build. I'll keep you updated if I be starting on any of those changes. In any case, thank you for your interest! The problem is I do not have much free time, so we'll see how it goes. anubiswalk.ase, just simple ASCII exported max file). Have you tried first to import some existing mech animation and analyse it? They are in max format have. MC2 spports bones, I think it is a matter of correctly naming joints, etc.
Because it is quite a big chunk of work, although not that complicated and it will simplify code at the end. And if there will be enough demand then I can think about rewriting T&L and other parts of the engine. You are right that high poly models kill performance in MC, because all T&L is done on CPU and in addition game is not multithreaded.Ĭurrently, I at least want to finish all small things and put the game somewhere, so everybody can try it. I also was thinkng about moving away from TGA's.