Game Development Community

multiple uv's

by Tim Pynegar · in Torque 3D Professional · 07/07/2009 (3:37 am) · 2 replies

Hi,

We have an environment in Max that we're trying to export via collada into torque3d.

The environment has lightmaps setup on the 2nd set of uv's in Max on a multisubobject so
there are like 5 textures on the 2nd set of uv's. It seems like the purelight scene has
been split into separate objects then you just have the 1st and 2nd set of uv's and it
all works fine. Is there anyway to support the multisubobject on the lightmap 2nd uv
set as well.

Thanks,
Tim.



#1
07/07/2009 (11:18 am)
If you assign the lightmap textures to the "lightMap" or "toneMap" fields on the Materials they will automatically use the 2nd set of UVs.
#2
07/07/2009 (3:17 pm)
Matt: I thought Light-Mapping was not implemented yet. I tried what you suggested and what I get is white or black walls.
The Pure-Light Demos use multiple meshes and Light-Maps. I only used one LM. Could this be the problem?
I tried Gile 2's Roman Bath demo level as a test.