I see the old topics are gone now, I was searching for a reply from you about creating a filter for the FlatOut Ultimate Carnage game and why you decided not to create the filter?
Do you recall what the problem was? Was it an issue with the new .BGM format? Could someone use the Zmodeler 2 SDK to create a filter for the game?
This would help with a forum question from BugBear Games Community : http://community.bugbeargames.com/threa ... t-2.14251/
Thank You for your time and take care. )
FlatOut Ultimate Carnage Filter
FlatOut Ultimate Carnage Filter
If you ain't never been scared, just a little, then you ain't goin' as fast as you can.
Re: FlatOut Ultimate Carnage Filter
ZModeler2 project is abandoned and I can't make any updates or fixes to this product.
Also, it runs on a different geometry and rendering core, so it is not possible to port geometry conversion plugins (filters) from ZModeler2 to ZModeler3. Those that are the same (.3ds, .obj) were actually written from scratch for ZModeler3.
Also, it runs on a different geometry and rendering core, so it is not possible to port geometry conversion plugins (filters) from ZModeler2 to ZModeler3. Those that are the same (.3ds, .obj) were actually written from scratch for ZModeler3.
Re: FlatOut Ultimate Carnage Filter
I wasn't asking for an update for Zmod 3. I just wondered if using the Zmodeler 2 SDK could be used to import FlatOut Ultimate Carnage .BGM models. I know you don't have to time to spend on FO2 FlatOut.
Thank You Oleg.
Thank You Oleg.
If you ain't never been scared, just a little, then you ain't goin' as fast as you can.
Re: FlatOut Ultimate Carnage Filter
I don't know much on FO UC model format, may be just small updates would be enough. unfortunately, ZModeler2 sdk can be used on a very old visual studio 5 (or 6) environment and will not work modern visual studio 2018, 19 etc.
Re: FlatOut Ultimate Carnage Filter
As far as I remember FO UC .bgm format is quite different from previous versions.
For example, vertex coordinates are stored in short int form rather than floats.
For example, vertex coordinates are stored in short int form rather than floats.