Quote:
Originally Posted by Kaleun_Endrass
Thanks for the welcome...
Ok, I need to give additional information for those who doesn´t know about the TMAP-chunk but could find an explanation what it could be.
The Silent Hunter III DAT-, ZON-, VAL-, SIM-, DSD-Files consists of chunks. There are several types. One of them is Type 1. That type encapsulates a 3d model. A "normal" 3d model has Vertices, Triangles and Texture Coordinates. Some type 1 chunks have the TMAP structure (as described in my earlier post) right after the VertexArray, TriangleArray and TxCoordArray.
My first guess was, that these data stands for smoothing the mesh, but that wouldn´t make much sense because one TMAP contains one 6-byte data structure for each triangle and a SmoothingGroups contains only information of those vertices/triangles that build a smoothed surface. If you take a look at the file description for the OBJ fileformat then Smoothing could be an explanation for the TMAP but still, why are information stored for each and every triangle - that doesn´t make sense?!
My second guess was, that the TMAP has something todo with multi-texturing but that doesn´t make sense either because you can find 3d models that uses three different materials but have only one TMAP. But if I´m wrong with this, what are those unsigned shortints for?
Well, I´ll keep looking... maybe someone of you have an idea.
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That's one of the few misteries remaining on dat file structures (along with the animation format), as far as I know nobody has been able to figure it out, in any case don't use obj file format as a reference, it's used by us because it's the easiest one to produce, if you look at the SH4 thread pictures you'll see that the devs use 3ds max for designing, so probably it's a 3ds feature.
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