Open JayFoxRox opened 6 years ago
with some ressource, I could have the right espected UV on each points (on few part, I can't do that on all), so I will confirm taht, or find witch is the right UV conversion.
on the middle of trying to rebuild models, the first model witch have trouble on rebuild Uv, it's thte model 6 (Sebulba). So it's the right time to check this, to continue rebuild after.
I think
uv/0xFFFF*16
might be more accurate. But more testing (or research) has to be done.One of the models had a lot of U values on the right side of the texture at 256.06 (not that this value is already rounded!). If we undo our current action and apply the proposed formula, we get:
(256.06*0xFFF)/0xFFFF*16
= 256.0014 (also rounded). That's closer to the expected 0x100.