Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Charles Nicholson" Newsgroups: scea.yaroze.programming.3d_graphics Subject: I'm confused Date: Fri, 26 Feb 1999 12:55:03 -0500 Organization: SCEA News Server Lines: 15 Message-ID: <7b6n6l$aag2@scea> NNTP-Posting-Host: chnicholson.vassar.edu X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 I'm writing a bsp compiler that takes a 3dsMax .ASE file and outputs a vertex database, split polygons, sectors, convex subsectors etc... for a true 3d engine and i was wondering this: The .TMD normal format is 1:3:12, with 4096 being one. .ASE files export "normal" :) normals (ie, 1.3583, etc..). Is it an accurate conversion simply to multiply this number by 4096 or will that completely screw up the fractional part of the normal? If it does screw everything up, did anyone write a conversion routine? thanks in advance, -charles