I'm confused, you're trying to go from Max's UVW to source's texture projection system (this) And your trying to do this by only reading u/v co-ordinates? Your setting yourself up for the impossible if that's the case as the math to transfer between the two would be WAY out of the leauge of most anyone who'd do it for…
This is for Brush faces in Source... which must always be Planar UVW. For the most part the code I've got does a good job by trying to "add up" the values: Taking the Planar UVW coords on a Polygon and then adding the texture scaling/offsets, etc. This works but when rotating the uaxis and vaxis with the texture…
I am trying to wrap up the loose ends in various tools in Wall Worm. Almost all of these functions that are left to finish involve UVW... and are stalled due to my own poor math skills. One dilemma is that I do not know how to create UVW coordinates that correctly account for a texture's individual coordinates…