kuroyume0161 opened this issue on Nov 28, 2006 · 2 posts
kuroyume0161 posted Tue, 28 November 2006 at 5:40 PM
Has anyone encountered this keyword, morphPmdFile, before and any information to relate on it?
I am already aware of the morphBinaryFile keyword that is usually coupled to figureResFile. This new keyword has only been encountered in one set of props (Siro-Guma/E Fundoshi) and also includes a new keyword at the end of the prop definition, attribute pmd_1. As usual, why simplify the format when you can add fifty thousand new and exciting keywords! ;)
This keyword is pretty much identical to morphBinaryFile except that it is inside the prop declaratory section:
version
{
number 6
}
prop –¼Ì–¢Ý’è 1
{
morphPmdFile :Downloads:Runtime:libraries:props:kousuke_made:Guma-Bora:David:E Fun_David_020.pmd
geomCustom
{
numbVerts 1882
...
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
kuroyume0161 posted Thu, 30 November 2006 at 10:47 PM
To add to my own sounding here. :)
Well, haven't e-frontier been busy beavers! I note that previously saved PZ3 files have something like this:
prop RHCap_1
{
storageOffset 0 0.3487 0
objFileGeom 0 0 :Runtime:Geometries:ZygoteCostumes:Hats:blRHCap.obj
}
whereas the newer save has this added (even though there is still a PZ3 PMD file):
prop RHCap
{
morphPmdFile :Runtime:libraries:props:!Test:ArcherCaps.pmd
storageOffset 0 0.3487 0
objFileGeom 0 0 :Runtime:Geometries:ZygoteCostumes:Hats:blRHCap.obj
}
Maybe it was an SR or maybe I resaved this prop to the library and the morphs were placed in PMD (but I'm rather certain that it has had a PMD for some time for testing purposes).
This meant a complete update to my code, but rather simple in the end. Still can't understand why this is placed in the declarative section instead of the definitive section (where the morphs are filled). Makes my life difficult since I don't maintain a 'prop structure' proper as it were. I reuse a prop/actor parsing class and the permanent representation is a tag on the object which doesn't carry file info - just active info. Oh well.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone