Closed Shadowth117 closed 6 years ago
Overhearing a Discord chat somewhere and immediately knowing what was up, it seems we can also add Battle for Bikini Bottom to the list of games affected by the default set limits of the exporter that this PR fixes.
The actual limits in question that are changed in this PR are also inline with the stock, old official SDK exporter for Max 5 - at least last I checked myself.
The situation is pretty bad when unsuspecting people cannot re-export stock models back into the game without manually compiling this PR :/
Argh, sorry, forgot about this PR. I don't know why i had 5 skinned nodes only..doesn't seem to make much sense. but what is this nextId = 65535 thing?
I wasn't sure exactly what it referred to, but it seemed like either polys or vertices that the program would process weights for before it would break I believe. While I didn't test that limit extensively, it seems like a lot of other renderware stuff, such as .bsp files limit themselves in the same way.
As a side note though, we were testing models for Shadow the Hedgehog recently. Some that used to work in what we believe was one of the 2.X versions of this plugin import with incorrect rigging now. I've put two such models in a link below. The rigging they display appears to be like what you get when you simply attach bones to a model in max and don't edit the weights. (To clarify by the way, Shadow_Body is supposed to be missing features as those models are loaded from separate files, but it's still pretty clear what's incorrect with it)
nextId has nothing to do with vertices or polygons, it keeps track of the auto-generated node Id and I believe 2000 is the right value.
As for skinning, yes I know it's broken. It's the main reason I haven't done as much with this project as I initially planned. It just drives me crazy. There's conversion of coordinate systems going on. bipeds are different from regular bones, then there's world-space and whatnot it's all very frustrating.
Ah, I can't blame you a bit there. From what I've seen, it looks pretty horrid to work with and it certainly sounds like it as well. I know I and many others very much appreciate the effort you put in to make this work so well though. The custom objects in this, for example, would just not have been possible without your plugin: https://www.youtube.com/watch?v=MdcqrSudtmo The game didn't seem to like .dffs straight from the max 5 plugin, oddly, even though they should have been the right version.
As for the node Id stuff, we may have misinterpreted what that did. It seemed to function properly after so we didn't question it I guess, but we were digging into other things around the same time and may have misjudged.
The node limit being set higher helps immensely though. I've never tested the max 5 plugin's limit there, but the game definitely seems to handle many more nodes just fine, even if it's weird that it would.
Those limits were not engine limitations and this fixes a few things for Shadow the Hedgehog and Sonic Heroes. While I don't know if they were applied in order to deal with issues in other games, upping these limits helps significantly for modding these two games.