I came across a perplexing conundrum today and it might explain something to do with why MT5 model extraction has been so difficult. And why textures are never 100% placed (Even when using 3D Ripper DX)
Today I was wondering if I should try to preserve the original texture placement while im re-modeling.
Ingame the Road Texture looks like this, NOTE: The Road Texture is Mirrored
But In 3ds max although the correct texture is applied it looks like this
This is a Model from Mafia NOTE: The Polygons are Mirrored
This is How UV Maps are apllied to Models
UNLESS I am a complete moron (which is possible) I can not Tell 3DS Max to Mirror the texture at an abitary midway point. WHICH CAN ONLY MEAN That the people who designed the MT5 structure were utterly brilliant. They found a way to MINIMISE Polygon count by including information 'somewhere' (In the MT5?) That tells the Shenmue Game Engine To create this Mirrored effect , which could explain why the MT5 has been so difficult to analise. IT ALSO MEANS that even IF a 100% Model Extractor was created The Textures would NEVER render as seen ingame in any 3D Modeling Program
Personally since I will be applying new textures all I need is the Model Data and with a few minor exceptions I already have. I feel its worth noting these kind of thoughts anyway if it helps future model extractors (or just gets people interested in having a go)
Also when you compare the MT5 Pheonix Mirror In Shenmue 1 with the MT7 Pheonix Mirror in Shenmue 2 in Hex Workshop, Although they are slightly different it looks like there is alot of similar data, so I would request that even if non textured Models could be extracted it would be a HUGE help for us all
IF I am just talking crap I will happily re-edit and or delete this thread