View Full Version : Help needed decoding *.obj node
DivingDuck
03-08-07, 08:28 AM
Moin,
as you probably know *.obj files are stored as type 1/101 data block.
http://img406.imageshack.us/img406/2731/hexeditingtmap002ai0.jpg
May be I´m blinded by having seen to much hex data in the past days, but does anynody know what data are shown/stored in this red marked block?
Regards,
DD
Isn't that the faces (triangles) data ?
Ref
Madox58
03-08-07, 10:28 AM
I agree with Ref.
vertex1: unsigned 2-byte int
vertex2: unsigned 2-byte int
vertex3: unsigned 2-byte int
texture coord1: unsigned 2-byte int
texture coord2: unsigned 2-byte int
texture coord3: unsigned 2-byte int
DivingDuck
03-08-07, 11:56 AM
Moin,
thanks guys. Turning back to the bloody TMAP section then. I found that attaching Raytraced Halo nodes to an object prevents the lights from shining through them, BUT only if they have a TMAP section.
Regards,
DD
Moin,
thanks guys. Turning back to the bloody TMAP section then. I found that attaching Raytraced Halo nodes to an object prevents the lights from shining through them, BUT only if they have a TMAP section.
Regards,
DD
Transparency MAP ?
Ref
DivingDuck
03-08-07, 12:23 PM
Hi,
Transparency MAP ?
Ref
Never thought about nameing it that way. But that makes sense. The usual way to control opacity/alpha channel behaviour is useless with lights. This TMAP is/seems to be the clue.
Regards,
DD
Moin,
thanks guys. Turning back to the bloody TMAP section then. I found that attaching Raytraced Halo nodes to an object prevents the lights from shining through them, BUT only if they have a TMAP section.
Regards,
DD
Not sured.
For light and shadow spots look:
http://www.subsim.com/radioroom/showthread.php?t=105059 #17
Moin,
thanks guys. Turning back to the bloody TMAP section then. I found that attaching Raytraced Halo nodes to an object prevents the lights from shining through them, BUT only if they have a TMAP section.
Regards,
DD
Transparency MAP ?
Ref
Who is more?
... Tracing Maaap ... ???
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