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instead of throwing the kaitai struct definition at them, since they're not using it and may not be familiar with it, how about this description of the change I'd make to the wiki? (the following is quoted from earlier in that discussion)
DWORD ItemCount // will usually be 1 (hardcoded in pipeline exporter), but sometimes other numbers
--repetition ItemCount:
BYTE BytesPerFacePoint
DWORD NumFacePoints
--repetition NumFacePoints:
BYTE[BytesPerFacePoint] // Given that ItemCount is 1, BytesPerFacePoint is 2, this is a list of WORDs
// Each set of three forms a face.
according to my pattern file and binrw parser, that last section should be indented, part of the previous repetition group.
like so:
DWORD ItemCount // will usually be 1 (hardcoded in pipeline exporter), but sometimes other numbers
--repetition ItemCount:
BYTE BytesPerFacePoint
DWORD NumFacePoints
--repetition NumFacePoints:
BYTE[BytesPerFacePoint] // Given that ItemCount is 1, BytesPerFacePoint is 2, this is a list of WORDs
// Each set of three forms a face.
naming on the wiki is a little weird, I'm pretty sure this is just a list of index buffers used for 3d rendering.
I have a piece of sims 3 custom content that the was motivation for that change, I still need to go check if I can share/link it.
This may not be accurate
Sims4Tools/s4pi Wrappers/MeshChunks/GEOM.cs
Lines 154 to 171 in fff1936
See the contents of "> Modified GEOM ksy"
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