Official one? I got it in my repo https://github.com/tomangelo2/models-new..._model.exe
Shoutbox archive
Such UV animation is actually pretty easy to make in Blender, but it's not easy to translate to GOLD's logic.
FindTriangles() has a dangerous comparison of materials, might be responsible for this
I'm guessing it's something inside ChangeTextureMapping() that doesn't work as it should
All those states are so damn confusing... Also why animation doesn't work? I'm pretty sure this is somehow hardcoded with the vertexes/UV nodes in the code if this isn't work like with original model. Game must to know what UV nodes must push where to make level of the power animation.
Do note that older formats don't have second texture name, only dirt texture number
Triangulation works, dust might be fixed for now by shrinking UV. Now why animation doesn't work.
If you want specific texture, you set var_tex2 to N and set tex2 to whatever dirt texture you want
Then why this was not working for all of those models that have "normal" aka "1" state in the materials that we have in repo?
IIRC it's var_tex2 that determine if there is dirt texture on it (Y), or not (N).
If there's no special texture state for dirt then why there's a lot of objects in the game that have no dirt texture at all (plants, aliens, resources, markings etc.)? This is hardcoded thing depend on the object's type?
Corrected script that should do conversion to triangles right: http://pastebin.com/HGfp5bpj
I think clamp mode should be restricted to a small number of textures, everything else should use repeat mode.
Those bars are a result of clamp mode on texture. This should be fixed from within the game.