Quote:
Originally Posted by privateer
OK. Back to the redundant verts in the GR2 files...........
If you look at the way the verts are coded into the GR2 files you see 2 texture channels.
1 is the main texture the other the AO.
Now both have the same number of verts but different number of texture coords.
They must all go in the same place so a way to match numbers is used.
By adding redundant verts those numbers are made to match.
I'd suspect the granny engine can decide which are just placer verts and discards them on the fly.
On exporting the meshes from the GR2 we see a file size that gets reduced if we use many of the 3D programs to import then export with no changes.
the reason is most programs optimize the obj and dump those extra placer verts.
Some 3D programs even warn that there are extra verts on import.
And then proceed to dump them.
Do you follow me so far?
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Yes. Are the extra verticals a problem with exporting into s3d?