Game Development Community

Texture lighting on player model problem...

by Kevin Bronakoski · in Artist Corner · 01/22/2003 (9:37 pm) · 3 replies

I use 3dsmax. All textures are png using SuperPNG plugin to save.

I have a player model with the head, eyes, and body as seperate texture files. I select and apply UVW mapping with a map channel 1 to the body, channel 2 to the head, and channel 3 to the eyes. I then select the appropriate part and apply the correct texture.

The model exports just fine but in-game only the texture in map channel 1 is affected by any dynamic lighting. The body gets nice highlites and shadows but the head and eyes stay a kinda dark version of the texture.

I want to be able to have seperate textures so players can mix-n-match to make their own "look".

Any help would be greatly appreciated!

Kevin

#1
01/22/2003 (9:46 pm)
UVW Mapping Channels beyond 1 are not support in TGE (nor are they supported in any other real-time engine that I know of, so it is not a TGE problem). So you will have to mix all the UVW coordinates in the same map channel and let the Material IDs help decide what texture is applied where.

Logan
#2
01/23/2003 (10:19 am)
You should use a Multi Subobject Material for that kind of setup. You just have to make sure the polys are labeled with the right Material ID.
Matt
#3
01/26/2003 (12:37 pm)
Thanks all!

Took out the map channels and used a multi-sub object texture and it worked just fine.

Kevin