Phew... UV cracked (EDIT: Nah, still working):
U1V1 ?1 ?2 U2V2 ?3 ?4 U3V3U4V4 works fine, where:
?1 - Opacity. Like blending Alpha channel
?2 - Texture related?
?3 - This one is funny. It's like allocating texture to any other object in the game. That's why reversing triangles made up the enemy and player UV go crazy.
?4 - Related to above
U = Byte (0-255). Calculating this to 0.0-1.0 form is: X/Byte (like: 192/256). Same with V
Also, for faces this should be of course f1/1 f2/2 f3/4 f4/3, where f1=A, f2=B, f3=D, f4=C, Because ABCD> ABDC. Either one triangle of texture will be rotated 90o.
I'll try to code some automation tool, to test whole mesh.
** Missing triangles on mesh is because I didn't import triangle info, just want to test the UV on quads first.
UPDATE:
Ehh...
I wrote my automation tool.
But wait... I'll test something. I'll build whole mesh.
UPDATE2:
Yep... UV is still broken. Also, take full geometry dump of a0stg017.x:
It is full dump, with triangles also. Ignore texture. 406 polys.