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#1 |
Stowaway
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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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#2 |
Stowaway
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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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#3 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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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. Ref |
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#4 |
Stowaway
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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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#5 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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what version of pack3d did you use to import the data?
the red column (v coordinate) is all wrong :hmm: Ref |
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#6 |
Stowaway
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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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#7 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
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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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