That's odd. So it's not really a normal, it's more like "the mesh vertex offset by its normal", and the game probably derives the actual vertex normals from the vector 'offsetVertex.xyz - meshVertex.xyz'. In order to use your original mesh normals, try exporting this vertex normal data as 'meshVertex.xyz + meshNormal.xyz'…
I managed to solve my problem with the vertex coordinates. I searched "Significand" on Google and found my answer on Wikipedia. In the end, I ended up using: "vert.x*10^2", and the same for y and z axes. This way, the vertex position was able to fill up the two bytes for one axis, and similarly for the others. Now, my…
Hello. I'm deciphering the model structure for an old video game so I can see how my models look in the engine's hardware. The structure uses 6 bytes for a single vertex. Each vertex has 2 bytes for each axis. The vertices are as follows: the first byte takes a value of 255 to make a whole number of the second unit, while…
Edit: I have managed to get the normals exporting fine for the most part. However, the length of the normal is different for every vertex (that is something I'm not changing in Max). If I could find out a way to get the normals to have the same length no matter where they are, the work here would be done.
Another Edit: For those who were wondering, I have solved my problem with the vertex normals. Apparently, they are supposed to be offset from the vertex coordinates themselves. So, I came up with a couple extra Maxscripts to aid me, but this will work for now. Basically, after I create my model, I use a shell modifier on…
Hi, RN. 1.) There is some documentation, but it's loosely based and partially reverse engineered by other people; I had to manually edit bytes on my own to see what exactly the data does. The extra work doesn't matter in my opinion because it's been a good learning experience. I will look at the "half-float format". 2.)…