Game Development Community

Multiple uv layouts for exporter?

by Fleeky · in Artist Corner · 08/14/2008 (9:16 pm) · 16 replies

Not sure if this is actually supported in dts .. but can dts models have multiple uvlayouts? and if they can have that could we get support for that in the exporter?

#1
08/14/2008 (9:49 pm)
Have you tried the Multi/Sub-Object in max, it is supported in torque.
#2
08/15/2008 (1:36 am)
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#3
08/15/2008 (4:43 am)
I am talking about the Multi/Sub-Object material in 3ds Max, generally we apply a standard material to an object and a standard material can have one texture in it i.e. the defuse map, but in Multi/Sub-Object we can have several standard material in it and that Multi/Sub-Object can be applied to one mess. In this way we can have multiple textures in one mess and each face can have unique texture.
#4
08/15/2008 (5:09 am)
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#5
08/15/2008 (10:45 am)
Yes i meant multiple different uvlayouts for the same mesh..

and damn not supported !! ... how are we all going to make our amazing creative dts worlds without lightmapping and all that jazz :)
#6
08/16/2008 (7:47 am)
How about Koushik's shader addon to the Modernization Kit? Then just write a multitexturing shader and have your diffuse and lightmap images apply to the same UV coordinates.
#7
08/16/2008 (8:00 am)
@ Daniel:

But that's not really what Fleeky is after I think. If you use the same UV-layout - then you could just bake the lightmap into the diffuse texture...right?!

I think Fleeky means what I have been asking about before - a way to use one UV for a tiled texture (to achieve higher res.) and the other UV for a lightmap (can be quite low res). I tried to illustrate it in this post:

www.garagegames.com/mg/forums/result.thread.php?qt=72239
#8
08/16/2008 (11:41 am)
Can't follow the link, no TGEA for me...

But if I'm reading you right - is this not possible with shaders as well? I'm no expert on them, but from what I've seen, the sky's just about the limit :P
#9
08/16/2008 (11:56 am)
The problem with the shaders is that there are torque specific changes you need to make to them ..

what would be awesome would be if you could create shaders with the node editor in blender :)
#10
08/16/2008 (12:33 pm)
The problem with the shaders is that there are torque specific changes you need to make to them ..

and atleast when i looked at it, it didnt seem straightforward the changes as in you really had to understand what you were doing and it was atleast beyond my small modeller brain.

what would be awesome would be if you could create shaders with the node editor in blender :)
#11
08/16/2008 (12:55 pm)
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#12
08/16/2008 (1:16 pm)
Yeah if there was just some kindof rule of thumb for converting rendermonkey / fx composer stuff to tgea i wouldnt complain its more just that i dont really understand how to really translate the stuff..

maybe if someone just wrote a better tutorial for converting those shaders to tgea shaders.. ?
#13
08/16/2008 (1:20 pm)
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#14
08/17/2008 (5:57 am)
Quote:The problem with the shaders is that there are torque specific changes you need to make to them ..

and atleast when i looked at it, it didnt seem straightforward the changes as in you really had to understand what you were doing and it was atleast beyond my small modeller brain.
From my experience, the changes are reall just drop-in and compile. Like 'find this line and add something under it' or 'remove these lines'.

But of course, that's a moot point if shaders can't actually do what you want to do...
#15
08/17/2008 (10:44 am)
Speaking of shaders, anyone have any idea why the normal map shader in tgea looks so awfull?
#16
08/17/2008 (11:23 am)
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