🛡️ TA Archive

TA 3DO Texture Mapping

Finding

TA 3DO files do not contain explicit UV coordinates. A primitive stores vertex indices and a texture-name reference. UVs are generated by the renderer from the primitive’s vertex order.

The local TA3D implementation confirms the general rule in src/ta3d/src/mesh/3do.cpp:

Relevant source lines in the analyzed checkout:

Annihilator implication

The noise3*, noise2*, and metal3* entries on the turret are real source textures, not missing geometry. Their average colors create the coarse gray mosaic currently visible in the preview. A faithful texture pass must reproduce TA3D’s primitive-order UVs and texture filtering, then be compared against a flat-color pass on isolated turret, arm, and gun pieces before replacing the production animation.

The first experimental screen-angle mapping was rejected: it produced wood-like diagonal artifacts and was removed. No unit-specific ordering or geometry edits are justified by that experiment.