![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
GLOBAL MODDING TERRORIST
|
![]()
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. |
![]() |
![]() |
![]() |
#2 |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
Downloads: 162
Uploads: 0
|
![]()
This is Great News and I wish I could give more towards an answer to your question than a bug thumbs up.
|
![]() |
![]() |
![]() |
#3 |
GLOBAL MODDING TERRORIST
|
![]()
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. |
![]() |
![]() |
![]() |
#4 | |
Sonar Guy
![]() Join Date: Oct 2013
Posts: 382
Downloads: 64
Uploads: 0
|
![]() Quote:
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. |
|
![]() |
![]() |
![]() |
#5 |
GLOBAL MODDING TERRORIST
|
![]()
This is for dat exports.
I want a faster way to export the stuff. |
![]() |
![]() |
![]() |
#6 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
Hi, Jeff.
I lost full SH3 template (in 2009...2010 y.)... oops I found something (don't know what)... therefore ![]()
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-30-18 at 06:53 AM. |
![]() |
![]() |
![]() |
#7 |
GLOBAL MODDING TERRORIST
|
![]()
Can I borrow your SH3Model.bt?
![]() |
![]() |
![]() |
![]() |
#8 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
You don't understand what's in the picture?
Then why I created it? ![]() ![]()
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-29-16 at 06:24 PM. |
![]() |
![]() |
![]() |
#9 |
GLOBAL MODDING TERRORIST
|
![]()
Yes I do understand.
Was just hoping you'd save me a few minutes. ![]() I'm working 11 hour days on my real job. |
![]() |
![]() |
![]() |
#10 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
Now through PM...
![]() P.S. Did you get it? ![]()
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
![]() |
![]() |
![]() |
|
|