Game Development Community

Second UV channel?

by Tobias Niva · in Torque 3D Beginner · 09/06/2009 (10:38 pm) · 4 replies

Will it be possible to get another UV channel into T3D (primarily for lightmapping purposes), without modifying the engine?

#1
09/07/2009 (1:19 am)
Yes, if your models are in Collada format, then you can use a second UV set (called an Overlay texture in T3D). In the materials.cs, add:

overlayTex[0] = "./UV2texture.png";

Your "overlay" texture uses the alpha channel as transparency. Set the two UV sets up in your modeling program to use map channels 1 and 2, where 1 is the main texture with diff, normal, and spec textures, and 2 is the "overlay" texture.
#2
09/07/2009 (7:35 am)
I´ve seen the overlay-texture-slot in some pictures of the T3D-beta's material editor, but thanx for clarifying this for a beta-outsider.
#3
09/07/2009 (12:34 pm)
Yeah, I didn't mention the material editor because I can't recall if it's working correctly there just yet.

Edit: Oh, sorry... I didn't notice when I originally posted that you aren't using T3D yet. I guess that was probably more detail than you really needed. :)
#4
11/20/2009 (10:59 pm)
I was reading this thread and thought to ask... is it possible to use the second uv texture co-ordinates for both the overlay and some other mapping like normal or specular?