From 0aeab2ae2da8bc4adc1086042623172702cbef93 Mon Sep 17 00:00:00 2001 From: "Mateusz \"Emu\" Uczciwek" <110698397+muczc1wek@users.noreply.github.com> Date: Wed, 24 Jul 2024 14:00:19 +0200 Subject: [PATCH] [Meshes] New index and water article (#129) * [Meshes] New index article and article about water --- docs/zengin/meshes/index.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/zengin/meshes/index.md b/docs/zengin/meshes/index.md index c0915996b4..c63669f0b7 100644 --- a/docs/zengin/meshes/index.md +++ b/docs/zengin/meshes/index.md @@ -3,7 +3,7 @@ In 3D graphics, meshes are collections of vertices, edges, and faces that create 3D objects. ZenGin use meshes to create the world model and objects in the world. !!! Info - Not all objects that seem to be a mesh are in the "Meshes" category. Except every animated objects, the animation targets (like beds or doors) also belong to the [Animations](anims/index.md). + Not all objects that seem to be a mesh are in the "Meshes" category. Except every animated objects, the animation targets (like beds or doors) also belong to the [Animations](../anims/index.md). ## Formats @@ -15,11 +15,11 @@ The `.3ds` files can be opened with any 3D modeling software that supports this **3DS limitations** -The 3DS format has some disadvantages when building levels. With very large levels such as `SURFACE.3DS`, you reach the upper limit of 65,536 polygons per object that are permitted in a `.3ds` file. To get around this problem, proceed as follows: simply “cut” the mesh into several small parts that are below the 64K poly limit. For example, the `SURFACE.3DS` was dismantled into 4 parts of roughly equal size and then completely exported. This mesh is then melted together again into an object in the spacer. This happens due to overlapping vertices. +The 3DS format has some disadvantages when building levels. With very large levels such as `SURFACE.3DS`, you reach the upper limit of 65,536 triangles per object that are permitted in a `.3ds` file. To get around this problem, proceed as follows: simply “cut” the mesh into several small parts that are below the 64K triangle limit. For example, the `SURFACE.3DS` was dismantled into 4 parts of roughly equal size and then completely exported. This meshes are then merged during the world compilation process into single object in the spacer. ### Compiled -Source formats are great for editing, but can be a bit heavy for the engine use (ASCII based formats are slower to parse and work with), because of that ZenGin compiles these meshes into internal compiled formats. In the case of the world it is `.MSH` format and in the case of objects in the world it is the `.MRM` (multi resolution mesh) with LOD information +Source formats are great for editing, but can be a bit heavy for the engine use (ASCII based formats are slower to parse and work with), because of that ZenGin compiles these meshes into internal compiled formats. In the case of the world it is `.MSH` format and in the case of objects in the world it is the `.MRM` (multi resolution mesh) with LOD information. ## Tools @@ -31,4 +31,4 @@ Blender add-on that implements support for Gothic 3D formats. ### ZenKit C++ Library for loading and saving various ZenGin files (including some 3D formats). -[:octicons-arrow-right-24: Read More](tools/libraries/zenkit.md) +[:octicons-arrow-right-24: Read More](../tools/libraries/zenkit.md)