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Mdl/mdx format

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Feb 21, 2005
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I have never seen any "SyncPoint", can you give me a code example?

Also never tried anything but triangles, will try using quads when I have time but I don't think it works (triangles are definite, quads aren't unless they are on a plane), and since I've never seen quads used in WC3 I don't think the engine is made to display them.
Edit: All my converters expect "Triangles", so whatever I write won't work. That doesn't mean that it isn't possible though.
 
I guess SyncPoint would look like that :
Code:
Sequences 1 {
	Anim "stand" {
		Interval { 0, 2000 },
		SyncPoint 1000,
	}
}

All what I know about it is that there are 4 bits left for an unknown animation property in the .mdx format and that Magos called it "SyncPoint" and said it was an unsigned int (just like the interval start point, for example).
However, for what I know, mdl<->mdx converters are made from scratch so it's not a surprise if some obscure property isn't recognized by mdl editors (the code above doesn't work with any mdl editor I tried, including Magos').
It may be another NYI from Blizzard, but it also may be related to something interesting.

It's pretty much the same problem for triangles and quads : the triangle's ID is 4 in the .mdx format but I don't know if there is another valid ID.

Source : http://home.magosx.com/index.php?topic=20.0
 
Level 24
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Guesst looked into the whole anything-else-than-triangles thing ages ago over on WC3C.

We established that there was only one other (implemented/working) option: trianglestrip, and this turned out only to be able to render a single strip (so we surmised it was used for ribbon emitters).

SyncPoint sounds like it would have been used for projectile launches and spell casts, but since those are hard-coded in the units I suspect NYI.
 
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