Game Development Community

UV Mapping in Lightwave

by Matt Radunz · in Torque Game Engine · 07/31/2002 (8:24 pm) · 4 replies

I'm trying to texture a model I made. The texture looks fine in Lightwave, but when I export it to the engine it gets all stretched, squashed, stirred, jacked, and twisted. It's not all over though, most of the errors seem to be around the seams. Is the the UV data getting messed up in the export? Or is there a special way to unwrap and texture models for TGE that I don't know about?

#1
07/31/2002 (8:57 pm)
Greetings!

Yes, there are some limitations when it comes to exporting. LW can do a lot more with textures than what is currently supported.

Here are the two rules you'll need to follow:

- Each vertex should only be a part of a single surface. If a vertex belongs to multiple polygons, and these polygons each have a different surface, then it is best to cut and paste those polygons to create duplicate vertices. See the LWTestBox.lwo object for a clarification.

- Each vertex can only have a single set of UV coordinates. This means that you'll need to unweld those vertices that would contain two or more sets of UV coordinates. This is usually around seams. For example, if you had a cylinder and wrapped an image around it, where the two ends of the image meet, you'll need to unweld the vertices as they would have UV coordinates of both 0.0 and 1.0.

I've just realized that while the first limitation is in the documentation, the second one is not. I'll add it in for the next version.

I want to get rid of both of these limitations, and know how to do it. It's just a matter of time, and getting some other parts complete first.

If you're still having problems, feel free to ask more questions, or even email me your object.

- LightWave Dave
#2
08/02/2002 (10:00 am)
Thanks man, you saved the day. Everything works now!
#3
08/02/2002 (10:34 am)
Greetings!

Glad to hear it!

- LightWave Dave
#4
11/02/2003 (6:19 am)
Were these limitations ever resolved?

Best regards...

Steve