Daggerfall Mod talk:UV texture coordinates

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I'm not sure if it is already legal, but the only place on UESP that I could get any info from was DaveH's original Daggerfall FAQ. If anyone else knows, go ahead and copy and paste the Appendix E here. --Werdnanoslen 08:40, 10 September 2006 (EDT)

The plan is to move all the content from the old site over to the wiki, so if you see anything on the old site that isn't here, feel free to move it over, format it, etc. If you want to see some examples, you might want to check some of what The Nerevarine has been doing. --Nephele 12:19, 10 September 2006 (EDT)
The algorithms for translating DFUV values into "standard" TextureU and TextureV values is well known, and I really wouldn't mind writing them up here from my working code. Have the mathematics extensions been installed? If so, the article would be fairly easy to write; I would simple provide the solution in matrix notation (which is how my code is written). If the mathematics extensions have not been installed then I must admit I am less inclined to add the article because I would need to expand the matrix notation into polynomial notation, which involves a lot of typing (which of course invites many typeographic errors). I guess this reply is premature since I am at the moment wrapping up the vampire faction informataion, but when I need to take a break I like to skim through the daggerfall category pages and see what there is. --Uniblab 15:01, 10 May 2008 (EDT)
After converting the stupid piece-wise stuff into matrixes, there was a lot less typing. Uniblab 05:56, 28 January 2009 (EST)

root credits[edit]

Original research comes from Craig and Gavin, however the documentation was quite sparse and the coding was done "the hard way". By using a matrix library I wrote myself, both the formulas and the resultant code became much simpler. Also all 10251 records seem to be processed correctly, but given the volume verification has proven difficult. Uniblab 03:32, 3 February 2009 (EST)