If you're working with anything after 20.2.0.7, it is eas(ier) because you can skip stuff by seeking offsets (ie: minimal coding) It seems like it would be easier to just write separate plugins for each version, rather than a single plugin for all versions, cause that would require some actual planning on how to write the code without making too much of a mess.įor anyone that's having a hard time following the docs, you basically need to parse each chunk one at a time. No textures (cause I have to do some image parsing.and I'm not really building a node tree so I haven't thought about how I the material will be assigned. Most of the games I have that use the nif format is archived away ATM so the only samples I have to work with are from West & East fantasy which is supported by nifskope (eg: can compare with what it loads)Ĭurrently parses the geometry only. ![]() The file structure for later formats is convenient because you can quickly just skip everything that you don't need (which is usually the case cause we probably don't care about half the things in there), and if you suddenly needed something you can just throw in a parser function for it.Įarlier formats looks like it'll have to be parsed each struct at a time cause the node sizes in the header were introduced in 20.2.0.7. ![]() ![]() Nif files always seemed amusing cause it's just a bunch of chunks ordered in some tree structure with nodes all over the place.ĭocumentation is available on niftools, so why not.
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