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New: Parse MSTS shape format #242
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Colored vertices probably require this PR: |
This commit now loads most basic objects, in both binary and textual format. See the first comment for the current issues. |
May also finally have a decent use for #59 |
Wow! That's great progress! It brings back many memories. |
Interesting little glitch on texture loading: Must be doing something funny with the trilists somehow, although I can't see a culprit off the top of my head. |
Cross-merged the vertex colors branch into this one. Will try and get vertex colors for shape files implemented tomorrow, and take a better look at the broken hierarchy issues. |
Linking back to another unfinished WIP from last year:
I think though, merge this PR first after the aforementioned file reader move (Ignore the animation issues???), and then work on the related stuff, else nothing will ever get done, as we're back to waiting for one or another feature to finish..... |
[ci skip]
I think this might actually be mergable now. Waiting on the CI results, and will do a final lint pass tonight. |
Leezer, Good work enabling a huge MSTS legacy library for OpenBve! |
That's interesting :) That's the thing with lower-quality models sometimes though- When you don't know the prototype, you can never be quite sure if it's a glitch with your model loading. |
Leezer, [Object] Also, found that the ObjectViewer F7 menu is yet lacking *.S objects in its file type listing, |
That's expected. Internally, a MSTS shape is (essentially anyways) an animated file, as it's got the ability to apply a quaternion matrix animation to any sub-object. I've set this up so that when the actual animation function is implemented, it works as expected. Anything else would basically require re-writing the entire parser twice. Have fixed the Object Viewer issue though. |
Leezer: |
This adds a parser for the MSTS shape format in both binary and textual flavours.
Issues: