While writing my CDAE exporter/importer, I found a few things that aren’t clear to me, and where I would appreciate some more information Empty Colmeshes (Node)base00.start01.Colmesh-1.(Obj)Colmesh->meshes... contains lots of empty meshes (I believe 1 for each detail-struct?) besides the actual collision mesh, why? Also, (Detail)collision-1->objectDetailNum always points to one of the empty meshes? Keyframes CDAE has single vectors/arrays containing rotations/translations/scaling keyframes for all nodes, how is defined what node uses what block of keyframes? Naming How important is naming of Nodes.Objects and Details? Im assuming naming of Nodes and Objects is mostly ignored, but that it matters for Details?? (example: BeamNG always looks for (Detail)collision-1 to decide what mesh to use as colmesh).
I don’t know, but maybe it can help you https://torquegameengines.github.io...entation/Artist Guide/Formats/dts_format.html
Ok I figured it out. 1: The empty colli meshes are just a buffer for the other Detail Levels 2: Sequence contains bit-arrays that define whether animation data is used or not. 3: Node and Object names are irrelevant while Detail has indeed some magic names.