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-   -   Help needed decoding *.obj node (https://www.subsim.com/radioroom/showthread.php?t=107085)

DivingDuck 03-08-07 08:28 AM

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

ref 03-08-07 09:40 AM

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

ref 03-08-07 12:05 PM

Quote:

Originally Posted by DivingDuck
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,
Quote:

Originally Posted by ref
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

Anvart 03-09-07 11:48 AM

Quote:

Originally Posted by DivingDuck
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
Quote:

Originally Posted by ref
Quote:

Originally Posted by DivingDuck
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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