Well I got one of my apps to successfully create a usable h2ek tag to this morning. It wasn't the .render_model, thats coming later, I started with one more simpler, just .bitmap tags. What I did was I wrote an application that translates h1ek .bitmap tags into h2ek .bitmap tags since the tags are VERY similar. Although this sounds useless (which it is), it makes it possible to compile bitmaps larger than 2048x2048 which h2tool is restricted to. I had to do it in order to get my custom rendered lightmap bitmaps to compile. So slowly but steadily, i'm unlocking more locked features of the tool kit without modifying any of the tools.
Anyways, for the .render_models, they too are VERY similar to .gbxmodel tags, so I think I could just make a translator for those tags as well that will convert a .gbxmodel tag into a .render_model tag next. That way we can at least have h1 scenery, or compile custom scenery using h1ek and translate them to h2. It also saves me a whole lot of trouble of having to figure out how to generate binormals, tangent normals, translating 3d euler rotations into 4d quaternion vectors for the bones and nodes, etc....
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