> > > The turrets are just meshes (sections)within the same file with various non-specific names. They are currently in Z-modeller format (and WOLF format).
> > i want to see if i'm able to divide parts of a model into different sections of a voxel according to what parts move independantly from other parts of the model indicated by the animation data of the 3ds files.
> Well, the models are unanimated -that's what WOLF does.
haven't you at least set up pivot joints in zmodeller in 3ds format? is that possible? i'm guessing; i don't even know how the animation works yet.
> > i'm interested in making games and all the work i do i build into 3ds2vxl at the moment. the download of 3ds2vxl will not become much bigger and much of the work will also help to make the converter better.
> Why not AbsCnC?
i work alone because i don't like people looking at my source code. if i work in a team i have to be the leader and have final say on anything, and i have to be the one to do all of the game's code, and the game must be designed to run on only the most advanced hardware, and it must be deliberately designed to be the funnest game ever, and i will consider my game a total failure if no children die from a heart attack while playing my game.