Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sat Jan 28, 2017 9:47 am
Maybe first part it's 2 vertex coordinates for 2 corner vertices of plane? Like for bounding boxes.shakotay2 wrote:There's some datasections with 16/24 bytes blocks (first block rectangled) where I don't get proper uvs or vertices from:Andrakann wrote:These Shadow meshes seems to be missed in Make_H2O output, they skipped or makes unwanted garbage somewhere?..
And second part is transform or simple planar mapping?
They probably dont have UV maps, and this can be a clue where to find UVs for lods meshes, because of differencies mentioned earlier:
I don't really need those shadows, just curious about why there's 16 of them for a single back light?..
They can be just a dummies for holding positions for light glow effect (lots of LEDs).
Yeah, it's not a big problem for sureI've little control about that. You simply can join objects (or submeshes) in blender by selecting them and pressing ctrl-J.but some unwanted splitting occurs.
(The problem I have is the missing "wanted splittings". )
But what about possible wrong reading of meshes in updated part of my post?..