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Old 08-13-13, 07:56 AM   #9
oakdesign
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Quote:
Originally Posted by TheDarkWraith View Post
I've played around with .shp files. What are you wanting to know
TDW thank you for offering your experience
Questions is have

Edit figured the format by going through some testcases
  1. option1: Line 1 in a *.shp file is this either a bool indicating if the texturefile, if defined in Line 2 should be used or not,
    or
    option2: Line 1 as a counter which object, if more than one point mesh object is present should be used.
    Line 1 is a bool if no texture is used 0 and directly followed by the vertices count in Line 2
    If a texture is used the value could must be > 0. If left to 0 CTD. Followed by Line 2 texture file
    Line 3 Vertices Count
  2. Most *.shp have more than one point mesh object inside, most likely the second one is a scaled and shinked version of the 1st one. Haven't found what the second one is used for.
    The second mesh is for used for textures, whereas if a single color texture is used it the values for the vertices don't matter. The second vertices set could be even defaulted to 0 0 0 all vertices without any issues.
If you have an answer for 1. and 2. would be nice just for interest


Facts I already know

  1. The faces are 0 based so in order to convert a *.shp into an *.obj for editing vertices in faces definition have to be ++ on "export" and "--" on "import"
  2. *.shp are working with triangulated faces, especially all the *txt.shp could be optimizedreducing the vertices and faces count without loosing sharpness.
  3. for eyecandy I need an alpha channel to make the map icons look a bit blurry not possibel with *.shp
  4. As I'm using small sized *.dds they are not using more resources as most of of the *.shp files
For the current ongoing work I will stay with *.dds due to 3. and 4.from above
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Last edited by oakdesign; 08-13-13 at 06:39 PM.
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