(12-11-2012, 08:04 AM)AnyOldName3 Wrote: Whether or not I'd make any custom models would of course be dependant on what format(s) they could be in, whether I'd have to make specific textures and UV maps, how easy it would be to dump existing models etc, so basically, how helpful I am depends on how well the Devs do this.
I had geometry dumping working a year ago, it's not that hard to do and coding a GUI for it should be easy. The problem is that you'd likely end up with lots and LOTS of tiny geometry dumps of small vertex groups (.. and some bigger groups). Having a hundred thousands mini-dumps lying around can be avoided by using Fifo Player (for which I recently wrote a guide, btw).
Coding an .obj exporter+importer would probably be a requirement, but shouldn't be too hard. However, it also restricts the amount of things you could do with custom "models". When editing raw display lists you can create completely new effects; when restricting yourself to geometry data you can change just that.
Custom textures would use the existing custom textures feature.
EDIT: Further thinking about it, something like this format would probably work well:
"05
04
0a
06
27
80 filename.obj
34
fa
03
22
80 filename2.obj "
I.e. the file would probably contain raw FIFO data (the numbers basically setup render states, e.g. alpha blending etc) but link to external object files when geometry is to be drawn (that's the "80" command). That way you can still manually add/change effects but keep it simple for less advanced users who just want to edit geometry data (they won't have to edit that file at all then, just copy-paste it and edit only the .obj files).
The problem with this is of course that you have to edit each piece of geometry by itself. Speaking about full-blown character models as an example, this would e.g. mean that you get separate .obj files for arms/legs/head/body/etc or an even finer separation.
EDIT2:
Aaaand thinking further about it, it would probably be possible load multiple vertex groups from a single obj file. I.e. you'd have the full character model in a single .obj file, but inside the "raw fifo data file" you additionally have to specify which vertex range maps to which vertex group. Dunno if that makes any sense to you (too tired to elaborate on this atm)
