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664a4a6d6967aeldrone

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Meh, modern games have a hundred times as many asset files as SS2.



Oh for sure, there's a ton of overhead right now, but my sanity starts slipping going through that obj folder, while other games nicely structure their files in neat subfolders.

But it would be nice to be able to tell the engine to tweq through index 0-24 of a .bin that could contain any number of meshes without having a massive amount of blah_0-100.bin taking up visual space in the obj folder.


But again, dark engines ways of animations keeps coming back and haunting me, so many things possible if everything wasn't so hardcoded and locked down with the database, rigs and use.

Random thought:

Theoretically with a hundred of bins it should be possible to sort of replicate an animated enemy right now, including virtual vhots for attachments and such, minus the nice blending and all that.

« Last Edit: 12. March 2024, 05:56:40 by eldrone »

664a4a6d69886voodoo47

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this reminded me - yeah, being able to modify fonts in some way that's not THAT wouldn't be bad.
Acknowledged by: eldrone

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