Yeah James. I was thinking about doing something along those lines, but when I use LoadAnimMesh() to load a level I create in Gile[s] with lots of entities and textures and surfaces and whatnot, it loads textures using LoadTexture, so I need to be able to parse the b3d myself in order to use my own texture load/create commands.
I've managed to fix Halo's code in the code archives so that it actually parses the b3d correctly now. It was written so that it would only read one texture per chunk, only one brush per chunk, and it ignored vertex colours and vertex normals, which sent the whole thing screwy because it didn't bypass them either.
Now I just have to make it build the mesh correctly. Then I'll rewrite it myself from scratch if and when I have it working. No point rewriting until I've got it working with Halo's basic structure. Ant's code has been very useful in showing me where Halo's code was lacking, so thanks for that. Hopefully Bot Builder's code will help me build the meshes to match the parsed data.
I've managed to fix Halo's code in the code archives so that it actually parses the b3d correctly now. It was written so that it would only read one texture per chunk, only one brush per chunk, and it ignored vertex colours and vertex normals, which sent the whole thing screwy because it didn't bypass them either.
Now I just have to make it build the mesh correctly. Then I'll rewrite it myself from scratch if and when I have it working. No point rewriting until I've got it working with Halo's basic structure. Ant's code has been very useful in showing me where Halo's code was lacking, so thanks for that. Hopefully Bot Builder's code will help me build the meshes to match the parsed data.