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#16 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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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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#17 |
Stowaway
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@DD, that could be. I've looked at several different files now.
the subtraction from 1 holds true in all the dats I've looked at so I'll use that as a rule till proven wrong in testing. ![]() Going back to the other section: 9/2 8/3 7/1 I've got an idea what is going on here but I need to look at the dats some more. We take the left numbers first 9 8 7 then the right numbers 2 3 1 In the NavalMines.dat these numbers are reduced by 1 We read 8 7 6 1 2 0 Not sure if this is game wide yet. |
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#18 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
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![]() Quote:
ie. face 1 is stored in facearray[0] Ref |
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#19 |
Stowaway
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Doh!
![]() :rotfl: |
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