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