cloofoofoo wrote:Ian Micheal wrote:Also the pvr is set up for triangles and optimizing models to suit the hardware is more then 50% of the speed you get on pvr hardware.. Not use the sh4 to do the work but do it off console..
What iam saying is if the gold model is example is 250 vert but 500 triangles and 4 is 560 verts but 500 triangle because the dc optimized model uses tristrips makes the gold model superior not inferior just because it has less verts doesnt mean its worse. Thats why iam asking if he can get a straight answer on the number of faces to make 100% sure. Otherwise its misleading.
First of all allow me to say thank you Laurent! It's been a real blast to hack into this format and squeeze out something that can be visualized!
To provide a final answer regarding type and quantity of strips, face index struct should be completely reversed. We did try a number of face generation concepts with quad strip yielding the best results, but the visualization has too many errors to be accepted, so it's not meaningful to use as metric.
Vertex chunk is the only part that could be (manually) extracted from .GEO and compared against the other 2 versions, with a few seemingly smoother parts. Whatever happened from MK4 DC proto to MKG were changes to better suit DC hardware, just like texture format.
Said this, I've passed everything found to Ermaccer, which is a fellow reverser and veteran of MK4 modding scene. I'm sure with due time models will be propely extracted so we can have a definitive answer!