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ps2ls2's Issues

Preview of large models is incorrect

When previewing large models, lots of extra geometry will be present which connects the origin to some verticies. the larger the model, the more of this wack geometry is present. Perhaps there is a hard limit and everything over it is interperited incorrectly? Could perhaps be fixed by splitting meshes into batches (this is assuming that there is nothing wrong with the vertexstreams, which I am pretty confident are correct). More work required.

Cannot extract the Bastion Model

Some large new models break the dme model structure. In the mesh header there a uint that is supposed to indicate the amount of indices on the mesh. This number is broken for some models. It is way larger than it should be (for example the bastion model would be 4+ gigs if the indexCount read was correct). I have tried changing endianess, assuming that maybe its a hacked-together exponent of two uint16's, and manually counting the buffer size by finding where the next chunk is and working backwards. None of them have worked.

This indicates that a fundamentally new model format is being used, however the header of the file still indicates that it is the same file version as the old ones (v.4), so until Daybreak sorts out their shit (or until I can rip open the game dll's so see how they read it) some new, large models will remain unreadable.

only 1 image is retrieved from cubemaps

pfim appears to just search the file untill it finds one image, and then assumes the job is complete. That is what its being asked to do, so its not entirely wrong. A custom solution is necessary. The preffered output for any solution is to save all of the images seperately, rotationally correcting them would be a nice bonus.

Custom Normals are incorrect when exporting via collada

I made an assumption that this data would be stored consistantly across all models when setting this up, and that does not appear to be the case? Or I'm just bad. Either way some models appear to only have normals, some have normals and tangents and want you to reconstruct... something? And it all dependant on materials3.xml channels which is prone to going out of date. For any users; just use auto smoothing between 40-60 degrees; it'll get you 90% of the way there and people probably wont notice. For anyone else; I'd appreciate any research you have on the topic.

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