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?
