Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Ed Federmeyer" Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: texture mapping? Date: Tue, 24 Nov 1998 23:09:01 -0600 Organization: Ed Federmeyer Lines: 35 Message-ID: <73g2ka$r847@scea> References: <36584a66.3059372@news.scea.sony.com> NNTP-Posting-Host: charlie.cns.iit.edu X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Frank Tompkins wrote in message <36584a66.3059372@news.scea.sony.com>... >How exactly does one get a texture from a TIM file onto a polygon in a >TMD file. I understand everything except the part about referencing >the TIM files in the RSD file. The wonderful manual is of no help. >Any advice would be appreciated. The "by the book" method: (Well, okay, there is no book really.. :-) When you use "rsdtool.exe" (assuming you're a PC user), you use the "File/Load RSD Model" pulldown menu to load in your 3D RSD model. Then, at the bottom, there is a button "Add Texture", where you choose a .TIM file, containing a texture. Now you can choose the "Paint Texture" button at the top of the "RSD Model View" window, and start clicking on polygons, which will be turned into "textured" polys, using the appropriate texture page and UV texture coordinates. Now, in your program, when you load the .TMD file and the .TIM file, they will "match" and "belong" together, so it'll all work out fine. Note: I think if you change where the .TIM gets loaded into the frame buffer memory using timutil.exe (for example), you need to "re-texture" your RSD model again, since the .TMD file will still point to the old texture page and UV coordinates. Now, if you are creating TMD data on the fly in your program, thats another whole ball-of-wax! Hope this helps. EdF