im trying guys...

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coffee
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im trying guys...

Post by coffee »

The night was quiet, the kind of stillness that makes the buzzing of a computer screen almost feel like company. The code on the screen blurred in and out of focus, a patchwork of lines, errors, and small triumphs. Mike sat hunched over his desk, his back aching and his wrists throbbing. The pain had settled into his bones a long time ago, and tonight it was relentless, curling into every muscle and nerve. The pain pills helped, but they brought their own curse: a fog that wrapped around his mind, making each line of code feel like an impossible puzzle.

He blinked, trying to clear his head, but the fog persisted. He could almost feel the haze of confusion dragging him down, like a heavy weight tied to his thoughts. Still, he kept typing. He knew there was something important here, a project worth the struggle. The artwork of Wargaming's tanks—it wasn't just a job. It was a piece of history, a legacy that needed preserving. He could see a future where these tanks roared on, even after the game itself faded into memory. Long after the servers went dark, these models would still exist, an ode to the creativity and passion that had built them.

Mike paused, the cursor blinking on the screen, waiting. The code wasn't perfect, and his hands were trembling, but he knew that every keystroke was part of something larger. There was beauty in it, a small spark of hope that glowed even through the fog of pain and confusion. He wasn't just coding; he was preserving a piece of art, a testament to something that had once brought so much joy to so many people. And that was worth fighting for, even if it meant fighting through the pain and the fog one line at a time.
I'd love to change the world but I can't get it to compile.
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coffee
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Re: im trying guys...

Post by coffee »

I have some amazing changes coming. I am going full GLTF.

This means any exported model can be dropped into any online viewer.

I have written a script for Blender that will create the entire BSDF shader for an added model.

It will set up dummy textures with values used in the shader math equations. When the tank is exported, it creates these dummy textures in the folder with the other PNG textures.

PBR (Physically Based Rendering) is a shading model that simulates how light interacts with surfaces based on real-world physics for more realistic materials and lighting. I need textures for the math—it's that simple.
World of Tanks engine expects the 4 PBR textures to render correctly.

I have changed how the visual is written back to the game data. It sets up the paths to these dummy textures in the visual file, copies, and converts the PNGs to DDS BC1.
The visual needs no editing to render in the game.

This code is complex. It is hard. All that above part is done.

The issue I'm facing is, packing the primitives_processed file.
Somewhere there is a issue with vertex type building.
There are 4-5 types.
I think it's in the color and index sections they seem to be ignoring values but the data is there.
Programing can be frustrating
I'd love to change the world but I can't get it to compile.
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