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Old 01-29-07, 11:23 PM   #1
Madox58
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The bobbing and stuff is set on the barrage balloons.
Still very early tests so far but they are helpful for the K-Ship
Mod and proved some very interesting concepts!!

Send me a PM with a place to send and we can go from there.


Oh, the image above is a standard Navalmine.dat tore apart!
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Old 01-29-07, 11:39 PM   #2
Madox58
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Now, look at this capture. Notice the differences?


In this case, if we subtract the IEEE single from 1, we get the factor from the obj file.

Last edited by Madox58; 01-30-07 at 02:36 AM.
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Old 01-30-07, 07:04 AM   #3
ref
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Block 01 (3d object ) structure

01000000 block type dword
00000000 block subtype dword
00000000 block size dword
XXXXXXXXXXXXXXXX ID int64
XX unknown 1 Byte
number of vertex dword
then cames vertex data: 3 floats (x,y,z) repeats number of vertex times
number of faces dword
faces data : vertices (3 x word) ;texture coords 3x word; face material byte
The above values references index from the vertex/texture coords arrays.
number of texture coordinates dword
texture coordinates u,v float repeats number of texture coordinates
sometimes here cames a TMAP chunk (don't know what it is) I just skip it.

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Old 01-30-07, 11:58 AM   #4
Madox58
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@Ref, Yes, I understand the structure of the dat file.

What I'm looking at is the conversion from .obj to hex used in the .dat
Here's a better image to explain one part of the conversion.

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Old 01-30-07, 12:42 PM   #5
ref
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what version of pack3d did you use to import the data?
the red column (v coordinate) is all wrong :hmm:

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Old 01-30-07, 01:10 PM   #6
Madox58
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This is the NavalMine.obj
I extracted using all 5 versions, all match.
To be sure it is not corrupt, I copied NavalMine.dat from
My GWX install. I don't mess around in there.
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Old 01-30-07, 01:49 PM   #7
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Hello privateer,

I did not dig deep into the texture coords issue til now, but maybe this can bring some light to you:

This i how the uvw mapping tool desktop should look like in any 3dprogramme



As the SHIII engine turns Y to -Z in vertex position it might be, that there´s a similar turnover in vertex texture coordinates. Just imagine Y becomes -Y and is counted from the top left corner. Would that match your data?

I´ve reached a point where my English isn´t good enough to explain what I mean. Hope you understand it anyway.

Regards,
DD
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