Jo Engine Forum

Sega Saturn Development => General Jo Engine Help => Topic started by: Nidhogg28 on July 30, 2018, 07:11:41 am

Title: Texturing and 3d Animation Questions
Post by: Nidhogg28 on July 30, 2018, 07:11:41 am
Hello everyone; as I have been fiddling around with the samples that come with the engine, I have come to the realization that it either must take a lot of code to implement a substantial amount of textures or that the engine can accept pre-textured models (textured in blender for example). Which of these is the case? Also, is 3d animation implemented by swapping meshes and is there a function for this? Thanks in advance, I am trying to find out how feasible a project I have in mind is.
Title: Re: Texturing and 3d Animation Questions
Post by: ponut64 on July 30, 2018, 07:15:45 am
Look into XL2's binary model files and converter. You would probably want that to manage memory and also to map textures.
That is started by naming the materials in Blender and making a texture with the same name as the material. Polygons with the same material as that texture name will have that texture.
As far as how Jo engine does this, ATM, you scope through the header file and assign a texture to each polygon or you use jo engine feature to assign a texture to the entire mesh.
Title: Re: Texturing and 3d Animation Questions
Post by: XL2 on July 31, 2018, 12:41:23 am
Just use my tool, it will do it all for you like Ponut said.
It's fast enough too, I use it in Sonic Z-Treme (2x animated models) and I can still hit 30 fps / 1000 quads on screen.