model-edit - A tool for using detailed models ingame.

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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model-edit - A tool for using detailed models ingame.

Postby SleepKiller » Fri Aug 04, 2017 11:00 pm

Okay so that title isn't entirely accurate, but I can't think of anything else that won't be annoyingly long. It's a very focused tool around tweaking a very specific part of a munged .model file. Specifically the detail information used by the game's render engine and LOD system. It works for both SWBF1 and SWBFII .model files. Essentially it allows you to get more detailed models ingame and rendering than would otherwise be possible. I am unsure of the impact this has on the SWBFII rendering but in SWBF1 it enabled me to trick the game into rendering far more detailed models than it would have otherwise been willing to.

Okay so that is a rubbish description. Basically if you put a model ingame and see it flickering or the game switches to a lower LOD for it even when right up close this tool can help you. I already have another release topic for this on another site so to save maintaining accurate up to date information on both of them I'm going to put it all in the GitHub readme. I have no idea if this will prove useful to anyone here, but I am posting it on the chance it does.

For usage instructions, information on how it works and more see the readme on GitHub.
https://github.com/SleepKiller/model-edit#model-edit

For a copy of the tool see the release page on GitHub.
https://github.com/SleepKiller/model-edit/releases

To learn about the workings on the tool see the source code on GitHub.
https://github.com/SleepKiller/model-edit

Requires .NET Framework 4 to work. Made in less than one day. It works fine on my machine.™

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Re: model-edit - A tool for using detailed models ingame.

Postby Marth8880 » Sat Aug 05, 2017 1:42 pm

Interesting. Would be good to run stress tests sometime to see how far we can push the limits of polygon-dense scenes.

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