You will need to use the "Header hUVs " to decipher its format There are 3 types of uv and they have a mixture of float32 float16 or random -1 separators (You can find the UV address in the ShapeHeader struct) un10 is best not read as it is just a data dump Public float un09 //-header.addrs)/4] //shape related Public float un08 //-header.addrs)/4] //shape related Public float un07 //-header.addrs)/4] //shape related Public float un06 //-header.addrs)/4] //shape related Public struct Addr1_2 //Skin Verts and normal (addr1 and addr2 Public int addrSkNormals // norms for skinned mesh or bone weights Public int addrSkVertices // Verts for skinned mesh -below are weird ints at the bottom of un03 Public int addr0 //3 = addr in un02 hdr(size,size,0,size)? Public int addrTriStr //2 = faces? shorts? Public int addrVerts //1 = vertices floats Public int totalSize //floatCount or datatsize(float size* 3 or 4) Public int unitSize //Has to do with read size Public uint ID //00 20 00 00 - Package type (in your game it is different) (Noesis XPR Script error from using big size textures files)įinally what need help to create script to import geometry from this game. Others main cars textures in XPR format opened from Noesis script this. Textures in archive from TGA and XPR formatĬars Livery in TGA format Hi guys, I got a little progress with the opening of Import Tuner Challenge, unfortunately I am not a programmer and can not are allowed to do all the questions fully.
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