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modconv_2's Issues

Implement basic optimizer

Currently, the converter guarantees 3 vertices per triangle. This could easily be minimized by removing redundant vertices in each vertex buffer region. This approach, while still leaving redundant vertices in, is incredibly easy to implement and is the method of the SM64 ROM Manager model importer.

Build script hangs on "[INFO] Building modconv2..."

(Windows 10 Build 18965 with Ubuntu on WSL2)

Both ASSIMP and g++-8 are installed and being utilized (no errors when including filesystem), but when building modconv, it hangs on "[INFO] Building modconv2..." for hours with no signs of progress. The build folder is empty after canceling the operation, and everything in the folder has full RWX permissions.

The function in the texture naming does not need to be the directory the image!

When using assembly, a name followed by a colon indicates that a function is being created.

In a model file, when it names the functions for the .rgba file, it calls it C:<Whatever Directory>

This means that is creating a function called C, and the rest of the directory name is a syntax error. This is a HUGE issue, especially if you want to use textures.

Model extraction support?

It'd be nice to be able to go the other way around to make the rips serve as a basis for more complex levels such as the inside of the castle, and to also provide examples for making levels, or to just allow for minor modifications to levels that already exist in the game

Can i have push access

๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ๐Ÿ‘Œ

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