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Old 03-08-07, 08:28 AM   #1
DivingDuck
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Default Help needed decoding *.obj node

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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Old 03-08-07, 09:40 AM   #2
ref
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Isn't that the faces (triangles) data ?

Ref
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Old 03-08-07, 10:28 AM   #3
Madox58
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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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Old 03-08-07, 11:56 AM   #4
DivingDuck
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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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Old 03-08-07, 12:05 PM   #5
ref
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Quote:
Originally Posted by DivingDuck
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
Transparency MAP ?

Ref
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Old 03-08-07, 12:23 PM   #6
DivingDuck
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Hi,
Quote:
Originally Posted by ref
Transparency MAP ?

Ref
Never thought about nameing it that way. But that makes sense. The usual way to control opacity/alpha channel behaviour is useless with lights. This TMAP is/seems to be the clue.

Regards,
DD
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Old 03-09-07, 11:48 AM   #7
Anvart
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Quote:
Originally Posted by DivingDuck
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
Not sured.
For light and shadow spots look:
http://www.subsim.com/radioroom/showthread.php?t=105059 #17
Quote:
Originally Posted by ref
Quote:
Originally Posted by DivingDuck
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
Transparency MAP ?

Ref
Who is more?
... Tracing Maaap ... ???
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Last edited by Anvart; 03-09-07 at 12:07 PM.
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