> > > > > > > hey, is it true that 3ds2vxl does not support normals? so how do the guys do normals? auto normals? if so, why do they turn out with the westwood kind RA2 normals?
> > > > > > don't wait for me to answer this people. i want someone else to have a go at answering it first. i've said it enough times. now let's see if anyone else knows.
> > > > > > btw i have received no feedback whatsoever on 3ds2vxl 0.132
> > > > > > don't blame me then if it's broken and i don't fix it for a long time.
> > > > > sorry eh, i haven't been here for a long time, but i dont give a damn about the answer anyway, i can now 'paint' perfect normals
> > > > > here's a screeny of my upcoming BMP-1 vxl
> > > > > http://ar2.eclipsemods.com/godwin/pfctnrml.gif
> > > > is this Tiberian Sun format or Red Alert2 format normals? does this look familiar to you: polar distributed, starting from straight forward and nearly all the way down going counter-clockwise then up. 6 horizontal and 6 vertical angles.
> > > eh, no :rolleyes:
> > ah, trying to be secretive, eh?
> it's the TS normals, i said i painted them right?
> i just didn't get your last part, didn't make uch sense to me :p
that last part was the explanation of the TS normals. RA2 normals is the same except it's 15 horizontal angles and 16 vertical angles plus there's some scrambling aftwerwards so you'd need a look up table to change some of the numbers for others.
ok how would you explain it then?