thanks, Fabrice. Sent them to you.

On May 28, 5:08 pm, Fabrice3D <[email protected]> wrote:
> if someone provides me an md2 with this issue, I can look at it.
>
> Fabrice
> On May 28, 2011, at 1:22 AM, Choons wrote:
>
>
>
>
>
>
>
> > 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?

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