#Text Coords/Face Mapping
4 messages in this thread
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.
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]
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?
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