Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: texture mapping? Date: Wed, 25 Nov 1998 10:00:14 +0000 Organization: Sony Computer Entertainment Europe Lines: 37 Message-ID: <365BD52E.610ECF0B@scee.sony.co.uk> References: <36585a41.7119257@news.scea.sony.com> <36594542.3BA79F76@scee.sony.co.uk> <365b0366.393362@news.scea.sony.com> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b2 [en] (Win95; I) X-Accept-Language: en Frank Tompkins wrote: > > Thanks! But I still don't understand how to actually 'reference' the > tims in the RSD file... in other words, what exactly would the entry > look like for assigning a texture to a side? I think I'll try out > that RSDTool thing though, if I can find it. An RSD 'file' is actually a group of 4 files - the RSD file, the PLY file (containing the normals and vertices), the GRP file and the MAT file (which contains the UV coordinates). The RSD file contains the references to the TIM filenames. Here's an example RSD file: # cube0.rsd # ID @RSD950401 # include files PLY=cube0.ply MAT=cube0.mat GRP=cube0.grp NTEX=3 TEX[0]=pat4.tim TEX[1]=pat8.tim TEX[2]=pat16.tim Use RSDTool, then you won't have to worry about any of this. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe I've had fun before. This isn't it.