looking at the code in Broomstick's MD2Parser.as- in the parseUV()
function I see var j:uint declared but not initialized to 0. Also
comparing the code in the Broomstick parseUV function with Away3D
3.6's Md2.as method, the Broomstick one uses:
for (var i : uint = 0; i < _numST; i++) {
_uvs[j++] = _byteData.readShort() / _skinWidth;
_uvs[j++] = _byteData.readShort() / _skinHeight;
}
whereas 3.6 does it this way:
for (i = 0; i < num_st; i++)
_uvs.push(new UV(md2.readShort() / skinwidth, 1 -
( md2.readShort() / skinheight) ));
notice how 3.6 subtracts (md2.readShort() / skinheight) from 1 but
Broomstick doesn't. I changed the Broomstick code to do it the way 3.6
does and the texture looks closer to right but is still no in the
right orientation. Can the devs comment on this?
On May 27, 5:34 pm, Choons <[email protected]> wrote:
> eh no it didn't work, but I'm sure it is something like that. Guess
> I'm going to have to have a look at the md2 parser code and see if I
> can figure out how it works
>
> On May 27, 12:05 pm, Leo <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hi Choons,
>
> > I ran into a couple of issues exporting .md2 and importing into Away3D
> > and you may be experiencing something similar with 3DS.
>
> > In my case I had to do this to solve the problem:
> > 1) invert the normals on the mesh
> > 2) export to md2
> > 3) import in Away3D then multiply the z axis scale by -1 in the code.
>
> > I think 3DS and the tool I use have a z axes pointing in opposite
> > directions so you may only need to invert the normals in your case.
> > I hope that helps.
>
> > I am in Orange County California by the way and looking to connect
> > with others interested in collaborating on side/weekends-projects
> > without deadlines but with real goals.
> > Where are you located?
>
> > On May 25, 10:24 pm, Choons <[email protected]> wrote:
>
> > > Hi - I've been exporting some animated 3ds max meshes into md2 format
> > > to use in Broomstick. I can get the models into Broomstick with their
> > > animations playing, but the UV texture mapping is all messed up. I
> > > assumed it was a problem with the MaxScript exporter I'm using until I
> > > loaded the models into Milkshape and they mapped the texture
> > > perfectly. Is anyone having this problem as well?