(2018-01-15, 20:45)Roland Melkert Wrote: Actually I'm thinking to support both as p3 is really only needed to determine the base direction (or facing direction).
You can calculate that direction using p3 at any place by using it to find the perpendicular vector to the p1 p2 direction.
I've implemented this and it works fine, so the whole p3 point location is basically up to the part author imho.

at the bottom (left in img)
Code:
0 !TEXMAP START CYLINDRICAL 0 4 0 0 17 0 0 17 -13 90 smile.png
1 16 0 0 0 1 0 0 0 1 0 0 0 1 3062a.dat
0 !TEXMAP END
at some random place (center in img)
Code:
0 !TEXMAP START CYLINDRICAL 0 4 0 0 17 0 0 12 -13 90 smile.png
1 16 0 0 0 1 0 0 0 1 0 0 0 1 3062a.dat
0 !TEXMAP END
at the top (right in img)
Code:
0 !TEXMAP START CYLINDRICAL 0 4 0 0 17 0 0 4 -13 90 smile.png
1 16 0 0 0 1 0 0 0 1 0 0 0 1 3062a.dat
0 !TEXMAP END