![]() Additionally, geometry vertices utilize some ID assignment in a mesh that is used by game for emissive mesh lights (headlights, taillights) and these are bounded to some physics in hkx too (probably just a bit of info needed to save I guess). ![]() However, it can contain mapping of physical volume to geometry vertices, so hit/damage on collision vertex would cause visual geometry vertices to increase level of deformation. I can say that geometry file (xbg) contains pre-defined vertices deformation data, so barely the hkx file will have the deformation. Looking at class list I can't say clearly which data requires that much of info followed by collision volumes. For example, the general collision volumes (visually looks like vertices and faces/connectivity_links indices) for all vehicle objects end up on about 20Kb of data and the overal hkx file is about 180-200Kb. ![]() I've skim through some of hkx files related to vehicle physics and these seems to contain quite a lot of info. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |