vexed wrote:You also say fix & improve, what is broken about it ?
well, it isn't broken, it works fine(I mean performance too) but as you said
that branch don't apply cleanly, someone would need to fix it first.
that's why I say "fix".
What should be improved is the tangent space normal mapping. It works only with models that don't have animation. Cyborgs, derrick, etc still can't use this type of NM because wzm format doesn't work with old wz animation system, just there is no reason to support it. Well, it's the far future perspective.
I am unsure how it will play with the net code (since it wants everything in ints)
hmm.. I think that is one of ways of how to improve it is to implement something like "rigid body" system. So, in net code, you could operate with the data of rigid bodies(that could be ints ofc) instead of the real models data. Rigid body is just an invisible box interpretation of a real model with its dimensions.
Usually in game engines the rigid body system is used by the physics engine but wz doesn't need it, so rigid body system could be simplified to be used in net code. Just a thoughts...
I'm curious, how do engines like UE3, unity, ogre operate in net code with models that don't have data in ints?
also, I want to say about WZM features that make this format very useful for 3d modelers.
it's a multi-mesh format what feat us to a very easy modeling(exporting). It has all directives and data to control the light on a model. In a future it can be improved to support the bone animation or something.
No permission to attach the wzm file to the post to show its structure, may be later.