Hey Reuben,

as you have mentioned yourself, there are two ways to get the raw data:

The meshes are either composed of triangle-stripes or of simple triangles. A triangle is composed of three vertices and each vertex has a normal. Some vertices are defined multiple times but with different normals. I wrote a program that use this informations to generate the lines and optional lines between the triangles.

If there are two triangles next to each other, they have two common vertices (red). If these vertices have the same normals, you can generate an optional line (blue) between them. For the control points you can use each third (not common) vertex of the triangles (green line).

If the normals of the common vertices differ, you can generate a normal line (blue) between them.

I hope this is understandable. The algorithm does not look for quads and if there are planar adjacent triangles there is even so an optional line between them.

Rolf

as you have mentioned yourself, there are two ways to get the raw data:

Quote:- extract 3D models information from [Lego Universe client] install files

- use something like 3DVIA Printscreen to capture the 3D information whilst the game is running

The meshes are either composed of triangle-stripes or of simple triangles. A triangle is composed of three vertices and each vertex has a normal. Some vertices are defined multiple times but with different normals. I wrote a program that use this informations to generate the lines and optional lines between the triangles.

If there are two triangles next to each other, they have two common vertices (red). If these vertices have the same normals, you can generate an optional line (blue) between them. For the control points you can use each third (not common) vertex of the triangles (green line).

If the normals of the common vertices differ, you can generate a normal line (blue) between them.

I hope this is understandable. The algorithm does not look for quads and if there are planar adjacent triangles there is even so an optional line between them.

Rolf