finale00 wrote:The chunks are 16-byte aligned.
I'm not sure what the second short is in the chunk header really. You wrote data size, but sometimes it is drastically different from the chunk size.
Hm, I thought the dataSize multiplied by 8 is the relevant datalength for the chunk-block. If the result differ from the chunkSize I see only additional "0"-Bytes at the end, which I have to add to the regular 8 byte-padding until the next chunkblock. But okay, I don't really understand this stuff.
thx for the plugin. Hm, the Noesis export model looks okay. but the UVs are definitively wrong (or not exported?). All UV-texture data is set to 0.0.
If you say "greater" - how much greater? If the value is a float beween -1 and +2 it could be normal. You can also store UV-data at 10000, but thats extremely unlikely.
Its common for 3d artists to store the UV-data around the default 0|1 Space +/-1. In some old settler games, the UVs were in 0|2 space. If the gameengine supports UV-repeating, it doesn't matter in what UV Space the UVs are.
Edit:
VST1 second and last value per chunk is a specific number (converted to decimal). Dont think that this are float-values.
130
58 89
51
61
59 64
51
58
59 218
50
58
59 218
50
130
58 89
51
156
58 44
52
232
59 91
54
230
59 174
53
210
59 191
53
137
59 244
58
184
59 96
59
184
59 96
59
137
59 244
58
137
59 244
58
239
59 57
59
VST2 seems to have only 2 Values per Vertex. Looks strange to me. Too many repeating values, definitely no UVs.
FF 00 00 00
0A 00 00 00
FF 00 00 00
0B 00 00 00
FF 00 00 00
0A 06 00 00
7F 7F 00 00
0A 08 00 00