[DiscordArchive] So, apparently I have a skin section/sub mesh that I can't link to a batch because it has an unusual
[DiscordArchive] So, apparently I have a skin section/sub mesh that I can't link to a batch because it has an unusual
Archived author: MeFisto94 • Posted: 2025-01-22T00:06:08.495000+00:00
Original source
So, apparently I have a skin section/sub mesh that I can't link to a batch because it has an unusual id, but it doesn't look like padding data either:
```rust
&m2.name = "HumanMale"
sub_mesh = M2SkinSection {
skinSectionId: 702,
Level: 0,
vertexStart: 1095,
vertexCount: 14,
indexStart: 3726,
indexCount: 42,
boneCount: 60,
boneComboIndex: 60,
boneInfluences: 1,
centerBoneIndex: 16,
centerPosition: C3Vector {
x: 0.034355257,
y: -0.0003659097,
z: 1.8818184,
},
sortCenterPosition: C3Vector {
x: 0.034355257,
y: -0.0003659097,
z: 1.8818184,
},
sortRadius: 0.092365086,
}
```
But then, humans/characters aren't what I can reasonably support at the moment anyway, so maybe just treating this error as non critical?
Archived author: Titi • Posted: 2025-01-22T00:12:30.670000+00:00
Original source
you're not using the right id, also probably stick to the other channels ? this isn't exactly reverse engineering
Archived author: Titi • Posted: 2025-01-22T00:13:44.151000+00:00
Original source
<#408013572430626817> maybe
Archived author: Titi • Posted: 2025-01-22T00:15:19.058000+00:00
Original source
the 702 id isn't to link to batches, it's used for DBC stuff to link displays, you'll get to that in the future with character models.
Archived author: MeFisto94 • Posted: 2025-01-22T00:21:06.288000+00:00
Original source
Yeah, tool development fits a bit better, I guess
![[Image: image.png?ex=690c92b9&is=690b4139&hm=97a...f47b40263&]](https://cdn.discordapp.com/attachments/1086807686571642900/1331418360990138479/image.png?ex=690c92b9&is=690b4139&hm=97a9d104b3d9e7ac8aff8ec47b9aa3640c505661ce2a8fc05f9a0a5f47b40263&)
![[Image: image.png?ex=690c92b9&is=690b4139&hm=c06...5639d02a5&]](https://cdn.discordapp.com/attachments/1086807686571642900/1331418361229475921/image.png?ex=690c92b9&is=690b4139&hm=c0683d92eefb8f5579f2af7e8c1695370d26408249f63e5ca8070f85639d02a5&)
Archived author: Titi • Posted: 2025-01-22T00:21:13.876000+00:00
Original source
iirc batches are linked to submeshes by the batch's `skinSectionIndex` .
this batch has 61 so it means it goes with submesh #61 in the array
![[Image: image.png?ex=690c92b9&is=690b4139&hm=97a...f47b40263&]](https://cdn.discordapp.com/attachments/1086807686571642900/1331418360990138479/image.png?ex=690c92b9&is=690b4139&hm=97a9d104b3d9e7ac8aff8ec47b9aa3640c505661ce2a8fc05f9a0a5f47b40263&)
![[Image: image.png?ex=690c92b9&is=690b4139&hm=c06...5639d02a5&]](https://cdn.discordapp.com/attachments/1086807686571642900/1331418361229475921/image.png?ex=690c92b9&is=690b4139&hm=c0683d92eefb8f5579f2af7e8c1695370d26408249f63e5ca8070f85639d02a5&)
Archived author: MeFisto94 • Posted: 2025-01-22T00:22:05.287000+00:00
Original source
Oh, so it's about the array position. I tried to compare the skinSectionIndex from both the sub mesh and the batch basically. (And especially iterate over the submeshes and pick the matching batch, which is proibably still wrong)
Archived author: MeFisto94 • Posted: 2025-01-22T00:22:25.779000+00:00
Original source
alright, that's enough to try out and if I fail, I'll <#408013572430626817> tomorrow evening I guess
![[Image: image.png?ex=690c94c2&is=690b4342&hm=53f...d9d820f7d&]](https://cdn.discordapp.com/attachments/1086807686571642900/1331420544398131241/image.png?ex=690c94c2&is=690b4342&hm=53fcec18cc105e90e9dd4f1a27437d6e7f136b489503ac903081370d9d820f7d&)
Archived author: Titi • Posted: 2025-01-22T00:29:54.430000+00:00
Original source
you will encounter cases where there are more batches than submeshes. multiple batches can point to the same submesh
![[Image: image.png?ex=690c94c2&is=690b4342&hm=53f...d9d820f7d&]](https://cdn.discordapp.com/attachments/1086807686571642900/1331420544398131241/image.png?ex=690c94c2&is=690b4342&hm=53fcec18cc105e90e9dd4f1a27437d6e7f136b489503ac903081370d9d820f7d&)
Archived author: Titi • Posted: 2025-01-22T00:30:09.476000+00:00
Original source
that's how you have multiple materials*(not textures) *per submesh