Here's something I did pretty quick. There's no user interface or error checking. Just make sure you have a collapsed editable mesh object selected and then run the script. Look down at the prompt area of the screen to see the results. "VC" stands for vertex color, "SG" stands for smoothing group. I can make it more user…
Checking your script against our in-game stats, it matches exactly! Except... when I'm forcing a surface to turn off backface-culling. We do this at the material level, by checking the 2-sided checkbox. Then during export the vertices that have that material ID assigned will be duplicated in order to automatically create…
I've spent a couple hours creating some fairly complex functions to determine which vertices are being shared among the different vertex types, but I think I might be making this more complicated that it really is. So I need someone to either varify or disprove the following theory... the magic number we're looking for is…