Posted by 3DOXprt on February 04, 1998 at 17:29:59:
In Reply to: Re: Big time 3do question posted by Acrissime on February 04, 1998 at 15:30:41:
> Nope, I mean, if you open up a JK 3do in Notepad one of the sections is the texture vertices placement (its in the 'specs), but noone will tell me how to calculate them and there not supported in the different formats I converted it to. 3doXpert mentioned something (with reference to me going to hate him if he tries to explain it), but I'm not sure if he was talking about the texture vertices or the texture normals (the normals were converted perfectly). Without the texture vertices the 3do will have no textures, surface, reality, to it. I figured out just about everything else (including what to do with the key's)(I think), but I REALLY need help with this part.
They are not really "calculated" so much as they are chosen. Take Kyles head for example. It is made up of multiple faces, but only one MAT (for the front that is). That MAT contains a forward view of his face. Now look at a projection of the 3DO mesh. You'll see that individual faces combine to form the face. If you pick one of these faces (say one that makes up the right side of his nose) and "rotate it in your head" so that it faces toward you (its "face" is perpendicular to your line of sight) you will get an outline of the shape of that face. Now, consult the texture. The trick is to say which part of the texture you want to cover that face (obviously you wan the right side of the nose). So you create a polygon that is roughly the same shape as the face you are editing. Now you must find the texture coordinates of that polygon. This is done simply by "counting how many pixels over and how many down". If the first vertex of your texture polygon is at pixel (25,25), then your first texture coordinate would be at 25.000000 25.000000.
Hope I didn't make a simple idea overly complex..