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Help needed decoding *.obj node
Moin,
as you probably know *.obj files are stored as type 1/101 data block. http://img406.imageshack.us/img406/2...tmap002ai0.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 |
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 |
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 |
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Ref |
Hi,
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Regards, DD |
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For light and shadow spots look: http://www.subsim.com/radioroom/showthread.php?t=105059 #17 Quote:
... Tracing Maaap ... ??? |
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