KuroBit, on 08 February 2012 - 09:24 PM, said:
Agreed, nice to see yours has some thought into it. But I'm looking forward to anyone who does custom animations actually, which is possible at the moment.
Anyway, loading up the stage data and textures directly from the game files into my editor.

I gotta figure out how to read the UV mapping and normals(they must be in the vertex data), and I'm only reading the diffuse maps at the moment because I'm not exactly sure what determines how many maps a material has. Perhaps the "common_dpn", "common_dn" thing?(diffuse, pow, normals). And I'm not sure about displacement maps. :V There's also geometry that really shouldn't be there because it's supposed to be stuff you see far away, but is unloaded as you travel through the level. Here I'm just loading all the terrain chunks, and I look forward to do streaming of the terrain data to keep performance nice and tight.
The editor also caches the unpacked files into its folder to avoid the 1-2 minutes of unpacking everything and just load it up if the PFD hash hasn't changed. Otherwise, it unpacks it all over again.
In theory all I could try exporting now into the game is just changing the position of the geometry(and they're individual objects so it's not much of a problem). Not delete nor create stuff since the full file formats haven't been figured out yet. (The biggest problem in particular is the weird "signature" after the end of file which is identified by the filename as a string without extension)
