Well, today I took the time to convert the hardcoded data into something that can be used.machf wrote:Not quite the same, but I've been working on figuring out the original PVAs (physics vertex assignments, according to sources) used for the old dinosaurs, before they changed to "PVA = -2" (t-script-defined) for everything. I've run decompilers on the various earlier executables and have found the locations storing the hardcoded vertex assignments for the various dinosaurs. Now it's a matter of converting that into matching t-scripts... which will be a long and tedious process.
Here's the (partial) reference, BTW:
Code: Select all
//**************************************
//
// PVA Assignments Key:
//
// PVA 1:
// PVA 2:
// PVA 3:
// PVA 4: Latest Raptor (Dancing Raptor)
// PVA 5: New Anne Stuff (lots of hand modifications incl. opening/closing)
// PVA 6: Raptor with Jaw assignments
//
// PVA 1000: Anne
//
// PVA 2000: Velociraptor
//
// PVA 3000: T-Rex
//
// PVA 4000: Triceratops
//
// PVA 5000: Allosaurus
//
// PVA 6000: Para
//
// PVA 7000: Stegosaur
//
// PVA 8000: Compy
//
// PVA 9000: Brachiosaur
//
// PVA 10000: Baby Triceratops
//
// PVA 11000: Baby T-Rex
//
//**************************************
I tried to rig the Green Rex too, but the number of vertices in the mesh found in IJ and PH doesn't match the one in the hardcoded PVA values...