(our source code) when we edit the source code , to add a new model format, we just can edit: model_shared.c model_brush.c The file handler/loader code is put in model_brush.c (though some people when they make new file handlers make their own model_x.c file), and the code to tell it to go look there is put in model_shared.c Ex: in model_shared.c there is on line 568 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend); And in model_brush.c there is the corrisponding...
Would there be any possibility of using this ( sourceforge.net/projects/ushock/ ) to somehow get unreal levels to load on our opensource engine (It's in C, but it's very C++ like)? ( sourceforge.net/projects/chaosesqueanthology/ ) (darkplaces fork) I looked at the code and it looks insane daunting (your viewer), how did you make it? In our engine one just goes to model_brush.c adds a file handler, and then model_shared and points to that handler. But this one is so involved. It's like wheels within...
Would there be any possibility of using this to somehow get unreal levels to load on our opensource engine (It's in C, but it's very C++ like)? I looked at the code and it looks insane daunting (your viewer), how did you make it? In our engine one just goes to model_brush.c adds a file handler, and then model_shared and points to that handler. But this one is so involved. It's like wheels within wheels and we'd never beable to ever adapt it. :(