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Zero Tolerance for Disrespect

Judge Dredd vs Death: Level Models | Asura Engine

Featured Replies

Hi! I'm not a programmer but I'm trying to write a program to process models. So, I encountered a problem: conversion of binary level aka env files does not occur correctly, which is some of the faces are drawn incorrectly + some of the faces are inverted. As far as I know, this problem is related to incorrect processing of indices. Can someone help me with this?

Example of a level + screenshots of problem: Env.7z

image.thumb.png.5ef701ae3d66f5f73d4e62cefea4170f.png

image.thumb.png.00e6dd8b6ff7849127d494fdf22f423f.png

image.thumb.png.ff5ad33bde23c6b9143075cda9151de8.png

Some information about levels aka env's:

-1.thumb.png.ea1185c06b949f3f33c640e782adbd48.png

After the information marked in orange comes the following: 4 byte value about the number of vertices, 4 byte value about the number of indices, vertices, indices. And so on.

ENV Level Vertices have the following structure:

struct VERTEX
{
    float pos[3];
    float normal[3];
    float unknown[1]; 
    float tc[2];
};

I can also provide the code of my program, but the code there is terrible so be prepared for that 😄

https://github.com/gabengaGamer/JAMC

Edited by GameSpy

  • Author

Here is an example of a converted level. .obj format. All conversion problems are clearly visible there

output.7z

 

Edited by GameSpy

  • 1 year later...
  • Supporter

Hi, for theextra faces I have no idea. You're avoiding deformed faces with this code:

//Skip degenerated faces.
    if(v1 == v2 || v2 == v3 || v3 == v1)
       goto next_face;

and the tri strips code looks as usual.

Hex2obj shows the extra faces, too, mesh_100:

enc_extraFaces.png.9044eea81f333b84b2a56b4cf30c9940.png

The inverted faces seem to be related to whole objects so I flipped mesh_164 manually:

Asura.thumb.png.e31322a28360505b1b157237a643b2ae.png

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