Yesterday I finish the work on converting all gta models to my own format and converting all textures from .txd, for each in archive, to .dds.
But my engine shows not very currect image. And I don't no why!
Now I show some screeshots from engine, and describe on each of them bug, that I detected.
On this picture "yellow" sand looks like a little bit blue...
But on other place and with next lod(not 0), sand is yellow!
And in lod 0 sand again is blue.
On this I found very streakly z-fighting. In original game there is not so strong!
All pines are inverted...
And all other trees are good!
But.. someone is blue...
4. Where is pyramid??
I really don't know!
5. Some objects don't have textures(it's about 20 objects on whole map).
And the last bug is...
What's wrong with these objects ???
Lod = 0(the most detailed).
And so many places on map!
50/50(detailed as in original game / not detailed...)
Normally-detailed for example, this:
Ok. That's all.
Now about my renderer and parser:
It starts from gta3.dat, and collect all .ipl and .ide files.
Next, it opens all .ide files and gets OBJS(this is geometry models and textures).
Next, it opens all .ipl files and gets INST(instances).
Next, I parse each finded OBJS as model, and push it in my own model format.
For each model I try to load texture archive and save it as .dds file.
Next, I collect info about lods(from INST), and push it in file(with very simple structure, in text mode).
In my engine I open file with object info(pos, lod...), on this information load model from my format and associated textures.
Next, give all objects to my octotree and render(considering lods) all visible objects.
Very simple, without any resource manager.
All objects and textures parsed and loaded withour errors.
Anyone can help me?? I really don't know what's wrong!