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Old 07-27-16, 01:06 PM   #1
Jeff-Groves
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Default Need info

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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Old 07-27-16, 01:52 PM   #2
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This is Great News and I wish I could give more towards an answer to your question than a bug thumbs up.
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Old 07-27-16, 01:59 PM   #3
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Hoping to hear from DivingDuck as he has some knowledge of this.
Skwasjer knows it also but He's not around any longer.


I did dig up a few old posts about the TMAP.
That info helps.
At lest now I can work in a logical direction.

Last edited by Jeff-Groves; 07-27-16 at 02:28 PM.
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Old 07-27-16, 07:42 PM   #4
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Quote:
Originally Posted by Jeff-Groves View Post
Hoping to hear from DivingDuck as he has some knowledge of this.
Skwasjer knows it also but He's not around any longer.


I did dig up a few old posts about the TMAP.
That info helps.
At lest now I can work in a logical direction.
Doesn't the exporter that you created awhile back do as you suggest? Or does it leave out the AO mappings?

As far as workaround. I posted a simple process a few years back on how to do it. Its just a few steps:

http://www.subsim.com/radioroom/show...&postcount=351

Hope this helps.
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Old 07-28-16, 06:19 AM   #5
Jeff-Groves
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This is for dat exports.
I want a faster way to export the stuff.
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Old 07-28-16, 09:59 AM   #6
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Quote:
Originally Posted by Jeff-Groves View Post
Little project I'm working on ...
Hi, Jeff.
I lost full SH3 template (in 2009...2010 y.)... oops I found something (don't know what)... therefore :
 
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Moses said: "Don't create yourself an idol"...

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Old 07-29-16, 05:14 PM   #7
Jeff-Groves
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Can I borrow your SH3Model.bt?
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Old 07-29-16, 05:49 PM   #8
Anvart
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You don't understand what's in the picture?
Then why I created it?

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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 07-29-16 at 06:24 PM.
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Old 07-29-16, 06:02 PM   #9
Jeff-Groves
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Yes I do understand.
Was just hoping you'd save me a few minutes.

I'm working 11 hour days on my real job.
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Old 07-29-16, 06:09 PM   #10
Anvart
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wolf_howl15

Now through PM...

P.S.
Did you get it?
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