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Old 01-30-07, 01:49 PM   #16
DivingDuck
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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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Old 01-30-07, 04:04 PM   #17
Madox58
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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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Old 01-30-07, 04:31 PM   #18
ref
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Quote:
Originally Posted by privateer
@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.
That's because the dat files use 0 based arrays.
ie. face 1 is stored in facearray[0]

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Old 01-30-07, 04:38 PM   #19
Madox58
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Doh!
:rotfl:
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