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This adds support for generating collide meshes when importing custom
models. A couple of things to keep in mind:
- A single `collide-mesh` may only have up to 255 vertices.
- When exporting a GLTF file in Blender, a `collide-mesh` will be
generated for every mesh object that has collision properties applied
(ideally, you would set all visual meshes to `ignore` and your collision
meshes to `invisible` in the OpenGOAL plugin's custom properties).
- Ensure that your actor using the model properly allocates enough
`collide-shape-prim-mesh`es for each `collide-mesh` ([example from the
original game that uses multiple
meshes](
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.. | ||
build_level.cpp | ||
build_level.h | ||
color_quantization.cpp | ||
color_quantization.h | ||
Entity.cpp | ||
Entity.h | ||
FileInfo.cpp | ||
FileInfo.h | ||
gltf_mesh_extract.cpp | ||
gltf_mesh_extract.h | ||
ResLump.cpp | ||
ResLump.h | ||
Tfrag.cpp | ||
Tfrag.h |