Moin,
carrying the texture mapping forward to the game isnīt that complicated.
- First of all make sure you assign the appropriate IDīs to all faces/polygons.
- The textureīs names you use are unimportant. Export to *.obj and import using Pack3D.
- Open your hex editor and search for the objectīs node. At the end of the data block youīll find all thatīs needed to assign the textures.
The pic below contains all you need to know. (itīs an early stage screenshot of my speedboat *.dat)
@privateer:
see the
OBJECT 3D ID, it contains 15 digits only.
0A 8E EA A2 47 BB 85 2D. Seems that Pack3D uses to cut the leading
0.
@urfisch:
looking at the subpen screenshot I think it could be the same annoying issue as with the u-boat interior. The penīs 3D object data block probably contains a TMAP section.
ref supposed it could be some kind of prelighting. But for now I donīt know how to bring that one in. Even re-importing the original *.obj results in a loss of this information. Thatīs the reason why it looks that foggy. Every other object that is brought into the scene looks pretty well lighted since it has itīs own TMAP section.
Regards,
DD