CompuServe Thread

#Text Coords/Face Mapping

4 messages in this thread
#193891From: Rich RempelOct 3, 1995 11:24 PM
I am using the File Toolkit to read faces and texture coordinates from out of the 3DS files. If a model was created using Face Mapping, how do I get/calculate the texture coordinates? The vertices in the faces do not seem to have texture coordinates.
#194034From: [F] Grant Blaha [Adesk]Oct 4, 1995 4:14 PM
Hi Rich, We don't know how face mapping works. 🙂 The engineer that would know is busy writing 3dstudio Max. However, you can know as much as we know by reading the "The Face Map Button" section in the Materials chapter. My manual indicates that it starts on page 9-66 of the 3DS Reference manual. Here's my guess… Face mapping appears rather arbitrary in the way it assigns and orientation to the bitmap. It may be that in the case where two coplaner faces share an invisible edge, the order of the faces in the face list determine which face becomes the UV 0,0 corner. Where there is a single face, the first vertex becomes 0,0. I don't know if any of this is true though, you'll have to try it to be sure. -Grant Blaha [ADESK]
#195977From: Rich RempelOct 18, 1995 3:58 PM
We tried that. It works in some cases, but not all cases. Is there any way we could talk to the engineer that wrote it? Or could he send us the algorithm?
#196900From: General UseOct 24, 1995 9:04 PM
Grant, Rich isn't the only one who is confused about texture coordinates and face mapping; I've also been unsuccessful in extracting this information. Could you please ask the developer to tell us what flag bits we should be examining? If we can't get this critical information, we may have to switch modelling packages. I've gotten a snippet of C code (after too much wrangling with our 3DS "support rep") that explains some of the intricacies of cylindrical mapping. Could you dig up a similar code snippet for face mapping? Thanks, Dan Chang Boss Game Studios