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Multiple UVs on a single DTS

by Paul Fassett · in Artist Corner · 04/06/2005 (1:12 pm) · 8 replies

Is it possible to have more then one UVW per DTS and per mesh in torque, better yet will this export correctly in blender and max?

We are trying to do retexturing for our armor system, and we would like to take lets say the chest have it in it's own UVW, then do the same for all the rest of the body parts, then call them up in the game to retexture that part by itself, and leave the rest of the body as is. Will this work and if not why?

#1
04/06/2005 (2:43 pm)
There is no multiple UV map support in Torque right now. It probably wouldn't be hidious to add, talk to your coders.
#2
04/06/2005 (2:54 pm)
Paul,

The resource Multiple skins on a single model might help you.

Thanks.
#3
04/07/2005 (5:37 am)
@Derk - Thanks for the resource. I believe we are going to be trying to get that system to work and then if that fails move onto a different system. Thatnks for all the input!
#4
04/08/2005 (10:56 am)
So I tried to do multiple unwraps on a test square but I cannot get both skins to display properly, and I don't think that storing multiple UVW for a single mesh will work. I could be wrong about that.

Does anyone know of a good system to use to retexture armor onto a model like most MMOs do. And if you know of a way to get our current system to work, could you post it here. We're pretty much at a stopping point if we can't get this to work.
#5
04/08/2005 (11:33 am)
Brian Rammage says that ther should eventually be support for multiple UV's in TSE sometime in the future. This should finaly make more than the most basic multitexturing avaliable in torque. it's been a good 4/5 years since I used an engine that didn't support at least 2 UV channels per poly.
#6
04/11/2005 (7:27 am)
Hmm ok. Were actually going to try a bit of a different system to work around this perhaps. I will try to post the system description and maybe you guys could tell me if it looks like it would work.
#7
04/11/2005 (7:32 am)
Why don't you just load multiple models, then trigger a switch from one model to the other?
#8
04/11/2005 (1:25 pm)
Some (most?) MMO's blend the clothing textures together such that the players each have their own unique single texture. Then you don't have multitexture issues, and it runs more efficiently.

For your case though, if you just have the base texture and some kind of decal that you want over it, the best way would probably be to just have a second skin that has transparent bits on it (black pixels), and just multitexture blend them together using the same UV's. You'll have to do some modification to the rendering code to make this happen, but it shouldn't be too difficult if you are familiar with OpenGL.