nopeElephantkilla wrote:You don't seem to hear what I'm saying..
You can't seriously do the comparison in ASCII format!
It's required to do it in hex here.
nopeElephantkilla wrote:You don't seem to hear what I'm saying..
quick'n dirty: 0xA500 1008Bigchillghost wrote:3. Retry with whatever tools you used.
Put a texture onto the mesh and you'll see. (As I wrote a threshold has to be applied to uv data in some cases but I'm too busy for such.)Portugalotaku wrote:Do tell me something though; these UVs for the world meshes you showed, they are correct?
Dunno about people's motivation so guess you've to wait if you don't try it for yourself. (uvs need some thresholding I guess)Portugalotaku wrote:There's been progress on the map meshes?