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Jeff-Groves
07-27-16, 01:06 PM
Little project I'm working on and asking for any info on the TMAP structure.
I know the rest of the dat format so here's the relevant information.


type 1: 3D chunk
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
???????: 1 byte //don't know about this one
nverts: 4 byte long //number of vertices
vertex data: nverts * 3 floats(X,Y,Z)// these are vertices, 3 floats per vertex
ntri: 4 byte long //number of triangles;
triangle data: there are ntri triangles and their texture mapping, each one is as follows
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
????????????: one byte
ntxcoords: 4 byte long //number of texture coordinates
texture coords data: ntxcoords * 2 floats // texture coordinates are 2D
some objects end here, but some have "TMAP" and a bunch of floats after this


The TMAP is used in some way to produce the AO maps used in Silent Hunter.
I'm working on a new exporter that will export the complete 3D model in one shot like Pack3D does
but adjust the positioning of each object so it's properly placed to have a completely corrected ship with no further 3D work needed.

mikey117us
07-27-16, 01:52 PM
This is Great News and I wish I could give more towards an answer to your question than a bug thumbs up.

Jeff-Groves
07-27-16, 01:59 PM
Hoping to hear from DivingDuck as he has some knowledge of this.
Skwasjer knows it also but He's not around any longer.
:(

I did dig up a few old posts about the TMAP.
That info helps.
At lest now I can work in a logical direction.

areo16
07-27-16, 07:42 PM
Hoping to hear from DivingDuck as he has some knowledge of this.
Skwasjer knows it also but He's not around any longer.
:(

I did dig up a few old posts about the TMAP.
That info helps.
At lest now I can work in a logical direction.

Doesn't the exporter that you created awhile back do as you suggest? Or does it leave out the AO mappings?

As far as workaround. I posted a simple process a few years back on how to do it. Its just a few steps:

http://www.subsim.com/radioroom/showpost.php?p=2336894&postcount=351

Hope this helps.

Jeff-Groves
07-28-16, 06:19 AM
This is for dat exports.
I want a faster way to export the stuff.

Anvart
07-28-16, 09:59 AM
Little project I'm working on ...
Hi, Jeff.
I lost full SH3 template (in 2009...2010 y.)... oops I found something (don't know what)... therefore :haha::
https://s25.postimg.cc/5lq7k735b/3_D_model_full.jpg

Jeff-Groves
07-29-16, 05:14 PM
Can I borrow your SH3Model.bt?
:hmmm:

Anvart
07-29-16, 05:49 PM
You don't understand what's in the picture?
Then why I created it?
:hmmm:
:O:

Jeff-Groves
07-29-16, 06:02 PM
Yes I do understand.
Was just hoping you'd save me a few minutes.
:haha:
I'm working 11 hour days on my real job.

Anvart
07-29-16, 06:09 PM
Now through PM... :haha:

P.S.
Did you get it? :o

Jeff-Groves
07-29-16, 06:23 PM
:up: