(05-18-2015, 09:48 PM)gdkchan Wrote: Still have UV problems I think... This one was a bit tricky, I discovered that BCH can store the vertice as Byte//Short or Float. It also have a Scale value to dequantize it back to the approximated float value, and a position offset to make the meshes fall into place. Also it have a UInt value where each nibble indicates which corresponding vector value the nibble in the vertex flags belong to, and the vectors order on each entry of the vertex data. Each nibble on the vertex flags uses 2 bits for the vector type (none/vector2/vector3/vector4) and 2 bits for quantization (ubyte/byte/short/float).
Also if someone can help me that would be niceThis format is a beast, and REing some stuff is really tiring...
The stuff you mentioned seems to be part of the cgfx format as well. I think it's just a general 3ds sdk thing