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#1 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
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Moin,
as you probably know *.obj files are stored as type 1/101 data block. ![]() May be I´m blinded by having seen to much hex data in the past days, but does anynody know what data are shown/stored in this red marked block? Regards, DD
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#2 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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Isn't that the faces (triangles) data ?
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#3 |
Stowaway
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I agree with Ref.
vertex1: unsigned 2-byte int vertex2: unsigned 2-byte int vertex3: unsigned 2-byte int texture coord1: unsigned 2-byte int texture coord2: unsigned 2-byte int texture coord3: unsigned 2-byte int |
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#4 |
Grey Wolf
![]() Join Date: Jul 2006
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Moin,
thanks guys. Turning back to the bloody TMAP section then. I found that attaching Raytraced Halo nodes to an object prevents the lights from shining through them, BUT only if they have a TMAP section. Regards, DD
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#5 | |
Grey Wolf
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![]() Quote:
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#6 | |
Grey Wolf
![]() Join Date: Jul 2006
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Hi,
Quote:
Regards, DD
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#7 | |||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
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![]() Quote:
For light and shadow spots look: http://www.subsim.com/radioroom/showthread.php?t=105059 #17 Quote:
... Tracing Maaap ... ???
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 03-09-07 at 12:07 PM. |
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