Multi/Sub Object Map
by Marius Kort · in Artist Corner · 05/11/2002 (1:06 pm) · 5 replies
Hi all!
New Thread, new Problem ;)
For my Character Model, I use a Multi/SubObject Map with 3 png files and 3 mapchannels. In Max everythin is fine, but if i load the shape into the Show Tool, there is only 1 Channel applied on the mesh the other parts of the mesh have the wrong textures or texture positions. I've looked in the Dump file, but there are no errors.
I've read in the DTS Doc, that the Torque supports Multi/Subobject Maps. Is that true?
If yes, what have I done wrong? Do I have to write anything in the cfg file?
Thanks
Assicker
New Thread, new Problem ;)
For my Character Model, I use a Multi/SubObject Map with 3 png files and 3 mapchannels. In Max everythin is fine, but if i load the shape into the Show Tool, there is only 1 Channel applied on the mesh the other parts of the mesh have the wrong textures or texture positions. I've looked in the Dump file, but there are no errors.
I've read in the DTS Doc, that the Torque supports Multi/Subobject Maps. Is that true?
If yes, what have I done wrong? Do I have to write anything in the cfg file?
Thanks
Assicker
#2
05/12/2002 (1:42 am)
Thanks Logan.
#3
05/12/2002 (8:02 am)
Just a clarification, multi-sub objects materials work (at least they did last time I used them) but multiple map channels do not. You can only have one set of UV coordinates, but you can have multiple materials (maps) on the model (although it is not recommended)
#5
05/12/2002 (10:29 am)
Perhaps. I do not hold myself responsible for anyone not knowing the difference between a material and a Texture Vertex.
Associate Logan Foster
perPixel Studios
To get around this problem that you have created, you will need to set everything back to a mapchannel of 1 and use the Unwrap UVW modifier (or whatever equivelent modifier that is in your 3D application) instead, reapplying your texture mapping on a face by face basis so that it is explicit.
Sorry to be the bearer of bad news.
Logan