Quote:
Originally Posted by TheDarkWraith
I've played around with .shp files. What are you wanting to know 
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TDW thank you for offering your experience
Questions is have
Edit figured the format by going through some testcases
- 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
- 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
- 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"
- *.shp are working with triangulated faces, especially all the *txt.shp could be optimizedreducing the vertices and faces count without loosing sharpness.
- for eyecandy I need an alpha channel to make the map icons look a bit blurry not possibel with *.shp
- 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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