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The Matrix vs. The Texture

Unread postPosted: Thu Sep 11, 2014 3:03 pm
by _o_OOOO_oo-Kanawha
By using a simple matrix transformation on the shape file of the signal post and a repositioning of the head I was able to create a proper right hand side searchlight block signal.

However, on close inspection there is something off. It sort of seams the texture mapping is inside out, or however to describe it.
Take a close look at the right hand signal's base and notice there is no solid concrete block, nor is the mounting tube the same as on the left hand signal.
Do I need to "reverse" the texture sheet or will a remapping with different coordinates and "direction" do? There is hardly any info available.
SH_Searchlight_ABS_R.jpg

Re: The Matrix vs. The Texture

Unread postPosted: Thu Sep 11, 2014 6:29 pm
by MontanaRails
I agree. Looking at the shadows, it appears to be mapped inside out! Very odd...

Re: The Matrix vs. The Texture

Unread postPosted: Thu Sep 11, 2014 10:46 pm
by Bananarama
It's not that it's mapped inside out, rather that the faces have been flipped.

Re: The Matrix vs. The Texture

Unread postPosted: Fri Sep 12, 2014 8:53 am
by _o_OOOO_oo-Kanawha
Hack wrote:It's not that it's mapped inside out, rather that the faces have been flipped.


Probably, since a matrix transformation:
Code: Select all
-1 0 0
 0 1 0
 0 0 1
is supposed to do that.

What should I do with the texture sheet? Flip that as well by using this transformation:
Code: Select all
-1 0
 0 1
, since it is only 2 dimensional?

I cannot open the .PCxDx file with RW_Viewer, it is all garbled. Do I need to decode it first?

Re: The Matrix vs. The Texture

Unread postPosted: Fri Sep 12, 2014 10:08 am
by buzz456
Or use RSBinTool from the library.

Re: The Matrix vs. The Texture

Unread postPosted: Fri Sep 12, 2014 12:51 pm
by _o_OOOO_oo-Kanawha
Thanks Buzz, no I am able to open the texture. It shows signal posts and ladders in one, two or three heads height.
I don't think flipping the texture will do however. Hack is right, it is the mapping that is flipped along with the shape.
Here is a view from the rear, lit side. Notice the origal hass light gray faces facing the sun, while my hacked signal is dark.
SH_Searchlight_ABS_R(back).jpg

The shadow side of my signal is light gray.
SH_Searchlight_ABS_R(groundlevel).jpg

In theory one could re-map the texture, but only with access to the source of the shapefile. Hacking the shapefile doesn't seem an option as I could find no anchor coordinates, vector or whatever pertaining to wrapping the texture. The actual blobs are gobbledygook to me.
Two shaders use the signalpost texture:
TrainBaseObjectDiffuse.fx and Lit3DirSingle, both have some 3 dimensional vectors which pertain to lighting I think.

Here my knowledge ends as I haven't textured a model yet.