Quote:
Originally Posted by gap
Ok thank you, that makes perfect sense, and it explains why objects exported from game (both using GR2 editor or S3d) have so many redundant vertices/edges. 
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Exporting from a GR2 or with S3D?
I'd run it through Meshlab and use a couple of filters to reduce things right off the bat.
It's not the Tool used causeing that extra info. They are direct exports of information in the files converted to the obj format with no post-processing done. It's perfect translation so to speak.