UV mapping from Max incorrect in TST pro
by thud · in Torque Game Engine Advanced · 02/22/2007 (12:25 pm) · 1 replies
I swear I have the worst luck with searching for answers in the boards, this is the fifth post I've had to make asking for help. Thank you in advance, btw.
Okay, so I'm breaking my skull here trying to figure out what I could be doing wrong. I have a simple cube in max that I exported as a test shape, it exports fine model-wise, bounds, collisions and all, and pops in game no sweat.
Now, here's the issue. My simple box was textured with a basic red square in the top right hand corner of each face. I simply select the box; go to UV Map, select Box or Face, collapse the stack. Then DTS export whole shape. The box is in max, all faces with a red square in top right corner. (UV's are overlapping from Max UV mapping)
I take the box into TST Pro and load it up, but much to my shigrin, the UV mapping coordiantes are lost. The red square is no longer in the top right corner for all faces. It is for some, but then mirrored to opposite corner for face on other side of box.
Does TST Pro/TGEA not support mirrored or overlapping UVs? (would be a shame to have to make a texture with six identical images on it for a cube)
Is there some silly think I'm doing incorrectly?
Please help, I'm going nuts over here!
Cheers!
*thud*
Okay, so I'm breaking my skull here trying to figure out what I could be doing wrong. I have a simple cube in max that I exported as a test shape, it exports fine model-wise, bounds, collisions and all, and pops in game no sweat.
Now, here's the issue. My simple box was textured with a basic red square in the top right hand corner of each face. I simply select the box; go to UV Map, select Box or Face, collapse the stack. Then DTS export whole shape. The box is in max, all faces with a red square in top right corner. (UV's are overlapping from Max UV mapping)
I take the box into TST Pro and load it up, but much to my shigrin, the UV mapping coordiantes are lost. The red square is no longer in the top right corner for all faces. It is for some, but then mirrored to opposite corner for face on other side of box.
Does TST Pro/TGEA not support mirrored or overlapping UVs? (would be a shame to have to make a texture with six identical images on it for a cube)
Is there some silly think I'm doing incorrectly?
Please help, I'm going nuts over here!
Cheers!
*thud*
About the author
Associate Logan Foster
perPixel Studios