

Int firstLeafBrush // lookup in leafbrushes If you improved them, please share them to the remaining community and make them public! Would apprecciate it if some1 want to help me to unreveal the complete formats, also for other ones. I've done them some weeks ago, so i dont remember correctly if theyre the latest ones and when they apply. The xModelPart is known to 99% if i remember correctly. U16 numBonesAbsolute // position absolute to world/originīONENAME bones U16 numBonesRelative // position relative to parent bone U8 unknown // differs from the same model as modelType = 2Įlse if( modelType = 2 || modelType = 4 ) // viewmodel & viewhands If( modelType = 0 || modelType = 1 ) //rigid|animatedį32 z // they seem distorted/wrong im 50% of all cases I didnt get the mesh weight part to the vertices, and also some coords (Z-coord) is kind of distorted, but cant remember correctly for now. Local int modus = 1 //different possibilities to read this chunk Okay, the xModel format seems to be more troublesome when i did this first look some weeks ago, seems that all collision data (if any, LOD to HIGH) is in this file. There are still some unknown bits, but i am able to convert alot of textures to dds and tga yet.

Okay, the iwi structure is kind of simple, it is DXT compressed and seems to have always all possible mipmaps. d i know you wanna be friends pre-chorus a but friends turn into sleepovers d and sleepovers turn into love a love turns into jealousy d and now we both fucked up chorus a 'cause we're stuck in. Printf ( "numMipmaps: %d\n", numMipmaps ) Local int numMipmaps = getMipmapCount ( header. Local int max = width > height ? width : height Local int getMipmapCount ( local int width, local int height ) Local int getSize ( local int width, local int height, local int depth )
