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Megawhatt_Surge.et_decomp solution with AMR?

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lilyampykidXeNTaXalt
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Megawhatt_Surge.et_decomp solution with AMR?

Post by lilyampykidXeNTaXalt »

Hi guys, I have a issue with Advanced Mesh Reaper, I don't seem to get the texcoords, the UVs, and the model's texture with the normals though. but I need help with "Megawhatt_Surge.et_decomp" in Advanced Mesh Reaper, here's what the issue looks like:
Megawhatt_Surge_AMR_Issue.png
And here's the link for the file on Google Drive.
https://drive.google.com/file/d/1p0sSuK ... sp=sharing

P.S. This is my first time using Advanced Mesh Reaper.
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shakotay2
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Re: Megawhatt_Surge.et_decomp solution with AMR?

Post by shakotay2 »

well, I see, you're trying at least - that's good! :)

the "99" is wrong - that's the "code" (in hex2obj!) for: "uvs not handled". Well, I've never explained that properly. :cry:

But this is AMR. And 0xddf is not the start of texcoords but positions.

UVs seem to start at 0xdf37, UVBsize is 8 for hex2obj. But they look a little bit weird using half floats (with shorts it looked even worse for me):
.
uvsOrnot.png
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
lilyampykidXeNTaXalt
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Re: Megawhatt_Surge.et_decomp solution with AMR?

Post by lilyampykidXeNTaXalt »

Thanks! It is my first time trying :D
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