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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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GLOBAL MODDING TERRORIST
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Little project I'm working on and asking for any info on the TMAP structure.
I know the rest of the dat format so here's the relevant information. type 1: 3D chunk after the Chunk type, subtype/ver and size, format of the data part is like follows: chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks ???????: 1 byte //don't know about this one nverts: 4 byte long //number of vertices vertex data: nverts * 3 floats(X,Y,Z)// these are vertices, 3 floats per vertex ntri: 4 byte long //number of triangles; triangle data: there are ntri triangles and their texture mapping, each one is as follows 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 ????????????: one byte ntxcoords: 4 byte long //number of texture coordinates texture coords data: ntxcoords * 2 floats // texture coordinates are 2D some objects end here, but some have "TMAP" and a bunch of floats after this The TMAP is used in some way to produce the AO maps used in Silent Hunter. I'm working on a new exporter that will export the complete 3D model in one shot like Pack3D does but adjust the positioning of each object so it's properly placed to have a completely corrected ship with no further 3D work needed. Last edited by Jeff-Groves; 07-27-16 at 01:15 PM. |
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