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#1 |
Member
Advanced member
Join Date: Jul 2003
Location: Hampshire UK
Posts: 38
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Please help me, this is doing my head in!!
Below is an extract from an Unreal T3D file i am trying to convert to AC3D. The geometry looks fine, but i am having touble with calculating the Texture coords for each poly. Begin Polygon Item=Cap Texture=Terminal_A01 Origin +00212.077362,+00512.000000,-00128.000000 Normal +00000.000000,+00000.000000,-00001.000000 TextureU -00000.707107,-00000.707107,+00000.000000 TextureV -00000.707107,+00000.707107,+00000.000000 Vertex +00212.077362,+00512.000000,-00128.000000 Vertex +00512.000000,+00212.077347,-00128.000000 Vertex +00512.000000,-00212.077393,-00128.000000 Vertex +00212.077255,-00512.000061,-00128.000000 Vertex -00212.077347,-00512.000000,-00128.000000 Vertex -00512.000061,-00212.077179,-00128.000000 Vertex -00511.999969,+00212.077438,-00128.000000 Vertex -00212.077347,+00512.000000,-00128.000000 End Polygon Origin is the first vertex in the poly. TextureU and V are the Vectors describing the cordinate system(Normalized) Here's my code(it doesn't work) //temp is the vertex - the origin temp.x = (vertex.x - origin.x); temp.y = (vertex.y - origin.y); temp.z = (vertex.z - origin.z); U = Dot(temp,textureU)/128;//128 is the Bitmap Width V = Dot(temp,textureV)/128;//128 is the Bitmap Height Any ideas? The internet is hopeless! Thanx Mark |
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#2 |
Senior Member
Professional user
Join Date: Jul 2003
Posts: 899
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What kind of results are you getting (visually)?
Your code looks solid - I plugged the verts/coords into a spreadsheet using your same values, put that into AC3D, and the results look normal. Sounds like it may just be an implementation problem in your code? Here are the texture coordinates I got for points 1 through 8 using your formula: 0 0 8.28641E-08 -3.313709408 2.343146846 -5.656856171 5.656856928 -5.656855746 8.000002592 -3.313709408 8.000002001 1.34792E-06 5.656855409 2.343146924 2.343146592 2.343146592 If the code's not that large, maybe you could post the function(s) that generates the coordinates? Dennis |
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#3 |
Member
Advanced member
Join Date: Jul 2003
Location: Hampshire UK
Posts: 38
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![]() ![]() When i ran it with a textured rectangle it looked fine. When i ran it with anything else, everthing went screwy. What i'd done was to ovewrite every V index in my UV array with my U value. BrushUV[index] = U; BrushUV[index+1] = V; index++; should have been index+=2; duh!!! Thanks for putting on the right track. regards Mark |
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