I agree jfk. I can at present save a supposed unlimited number of meshes to a .b3d file. BUT, the big problem is the texture list. When saving a .b3d file, you must list all the textures and brushes at the beginning of the file. SO, you'd need to first of all scan through every mesh, grab the brush's and texture's, and store them, then proceed to save.
The actual saving of the mesh(es) is easy and could be easily done with a recursive function. The hardest part is the textures/brushes.
I don't have much of an interest for saving animated entities. You would need the bones and weightings, which are currently not possible to get from the entity structure.
The actual saving of the mesh(es) is easy and could be easily done with a recursive function. The hardest part is the textures/brushes.
I don't have much of an interest for saving animated entities. You would need the bones and weightings, which are currently not possible to get from the entity structure.