Started by buddybud, February 08, 2009, 01:11:38 PM
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QuoteThese files are unstable in reader so please follow the instructions. They use hex decode view and text view for a reason. Why i dont know, but if you doubt me please play with them first and provide a solution, otherwise this is the only way to make these files as far as i can tell. I tend to not follow the rules but it leads me places others never think of going. If you disagree with that then this is not for you.Bud
QuoteOkay, I guess I'll start off with something I just noticed about 0x27812820 or the 'Network Model Resource Key'I would like to argue that even though this property is closely related with network bits it CAN be used in other applications as well. For example, gizmo just recently used this property to make the 'Train Cars as Props' modd. Following this up, I just tested this property in my 'G-Mode Tree' modd, where I replaced the the normal resource key with the NMR Key.The end result turned out very well! Not only was I still able to plop trees, not only did they get resized correctly for each zoom, but the performance of the NMR trees was actually slightly FASTER then the normal trees! Scrolling over the NMR trees was slightly faster and loading was also faster. The normal tress sometimes got blocky/pixelated when zooming and out and scrolling all around, but the NMR trees didn't!The only problem I encountered that the S3D files I used for the NMR trees had only one side, so when I rotated the view it just showed the same side. However, I imagine if the S3D file was designed to be viewed from all sides this wouldn't occur.Back to my point, this key can be used for FAR more things then displaying network pieces! As you guys probably already know, this key ONLY needs ONE S3D file to function correctly! No multiple files for different zooms or rotations.Thus, as I see it. A modeler could create their building, save it as a .3ds file, import via reader, make the building as a prop using the NMR key, grab a blank lot, and presto! Insta-building!So, what do you guys thing? Did I just hit pay-dirt? Am I crazy? ...Or should I just be shot because you guys already knew this or this is the wrong thread?
QuoteBuddybud, well without checking: U is the fraction of the distance across the texture and V is the fraction of the distance up the texture. So an outer vertex should have same UV as a corner vertex of a square, (0 or 1) for U and (0 or 1) for V. U and V should both be .5 for the vertex at the centre.
QuoteFor coordinate rotation it may be simpler to use the formula:Xrotated = X cos(angle) – Y sin(angle)Yrotated = X sin(angle) + Y cos(angle)And note that for angles that are multiples on 90 degrees sin and cos will be -1, 0, or 1.So for 180 degrees:Xrotated = X * -1 – Y * 0Yrotated = X * 0 + Y * -1
QuoteI recommend that you do not suggest just removing things under the Anim tab. The information here links all the parts of the S3D together. The S3D will not work with out it.
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