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Old 05-25-07, 11:31 PM   #4
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Hi CC,

LOL, Iīm at work now. Youīll never understand the pattern, neither do I.

Hereīs what I can recall from memory:
  • select your hat
  • apply the respective texture(s)
  • (right click it and CONVERT TO EDITABLE MESH)
  • press "4" or select sub-object level "faces mode"
  • select the faces you need or press STRG+A to select all faces
  • apply UNWRAP UVW modifier
  • press the EDIT UVW MAP button
  • a new window opens
  • go to the drop down in the upper right and PICK TEXTURE
  • now itīs like cutting decals
  • move the vertices where you want to have them
  • vertex movements in this UVW map modifier window donīt effect the 3d geometry
  • if youīve selected all faces you might encounter some overlapping faces, donīt worry, thatīs no problem at all
  • when done, close the window and right click your hat again
  • select CONVERT TO EDITABLE MESH to apply the changes
  • export to *.obj
  • first step done
  • now import to dummy.dat again
  • open dummy.dat with pack3d
  • search for the 3d objectīs node and get the starting position
  • open dummy.dat with hex editor
  • go to this position
  • itīs counting time again
  • 8 bytes data block type 1/101
  • 4 bytes for nodeīs size indicator
  • 8 bytes for node ID
  • 1 byte type of object identifier
  • 4 bytes for number of vertices
  • 1380 bytes (12x115 (number of vertices))
  • 4 bytes for number of triangles
  • XXX bytes (13xnumber of triangles)
  • 4 bytes for number of vertex coords
  • XXX bytes (8xnumber of vertex coords); you should end by TMAP or the nodeīs end, if no TMAP is present
  • copy these data and paste them as you did with the vertex data
  • your hopefully done
Regards,
DD
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