You should just post your build at this point :p
I compiled all the deps for Win64, so it isn't very portable. It would be obsolete by the next commit anyway. Here's a minimal VS2013 solution and exe ...
Implemented per-vertex transformations to verify the multi-mesh nodes used by ambient vehicles.
https://surr.no/pub/2015-02-13-MM3_CMP_Ambient_DeliverySmall_tn.pnghttps://surr.no/pub/2015-02-13-MM3_C ...
Identified the remaining vertex attributes. This includes damage texture, mesh deformation, per-vertex lighting properties (shininess and reflection) and some ids (damage group, matrix id). Code and b ...
Also, any chances to get the extractor or well converter to see them?
The code for the experimental parser and viewer is available in my [url=https://github.com/dstien/gameformats/ ...
https://surr.no/pub/2015-01-10-MM3_CMP_Fastback_tn.png
The body.cmp and is placed in the Cars/carname(_lod1)(.N) folder of the game data archives. The _lod1 suffix is used for lower level of details ...
Hehe, busted. Trying to implement some of the stuff from my old notes. Made some progress on car meshes lately. Will post threads about car models and cities when I have something screenshotable.
I have planned to write about my Midtown Madness 3 reversing for half a decade, so with the revival of MM2C.com I am taking the opportunity to release what I have got before it vanishes again.