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 Post subject: Monster & Soft Body physics update
PostPosted: Mon Jul 31, 2017 1:09 pm 

Joined: Sun Apr 17, 2005 8:10 am
Posts: 98
Location: U.S.A.
I've said previously that I would have something released by now, sadly I do not. The soft body physics engine is progressing nicely as is Project Monster. Combining the two is another story. If any of you remember MFR was simply driving around MTM tracks with MTM trucks. Project Monster is probably about 85% there, Currently implementing ODE physics. Every bit of code has been rewrote from the legacy version of MFR. There is a x86 and 64bit version of both projects. Project Monster loads the vehicles and renders them but the physics code isn't finished. The initial code is there for generic physics, vehicle physics and server/client code. That is were Project Monster is at (Sorry, haven't made much progress due to work) The soft body physics is just not going to be feasable with MTM models/vehicles. If you have read the previous post, you would know that I also have a more "modern" graphics engine I have been working on. Using OpenGL 3.3, shaders and VBOs and all those goodies to implement more realistic environments to play on. The vehicles are going to have to be hand crafted using a model editor that edits Wavefront Obj Alias files. Then you will have to have an additional file for the definition of the different components of the vehicle as well as the OBJ file. I am going to ask Cale if he would mind using his HD pack and modify it to this "new" vehicle format. If so, I will start converting those to the soft body physics as time permits. If anyone would like to help:

 Post subject: Re: Monster & Soft Body physics update
PostPosted: Tue Aug 01, 2017 4:41 pm 
MTM2 Engineer
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Joined: Fri Oct 10, 2003 6:19 pm
Posts: 1350
Location: Valparaíso, Chile.
Binedit can export and import OBJ files. I use that format in Sketchup, then I export the 3d model to Binedit.

What if you convert BIN files to OBJ files in run time?

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