Quote:
Originally Posted by flakmonkey
Make sure your using uv1 for diffuse and only uv2 for your lightmap, the game doesnt seem to recognise the texture as a lightmap if its attached to uv3/4/5 etc.
I dont think there is a limit on the number of channels since ive seen units using uv1-uv6 in the stock files but as a lightmap channel you can only use uv2 for some reason.
As for youre issues with max i cant really help, i have max2010 but never really use it apart from for messing with materials on obj files made in maya.
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Hi Flakmonkey
I just made one last night using channel 3 and it work fine but the CT TurmIIA int one isn't working i wonder if it has something to do with the rearrangement of the uv layout i did because i split the CT interior in two different uv layout one for the floor and one for the rest, the one for the floor is in channel 1 at 1024 and the wall and the rest on a 2048 layout in channel 2.
As a last resort solution i will used my baked ambient occlusion pass in photoshop and blend it to the diffuse layer to see how it look in game, i saw some render in game with that technique and i don't see the difference between one support in game engine and this one they look both great the only difference and it is a huge one is that the one done in photoshop doesn't cripple the fps of the game engine.
I will do some test with that and if it look good i will all make them in photoshop for my next work, better fps is always a big+.
I saw a post made by skwasjer and he said this about the black render issue for lightmap :
Black' textures can have several reasons. Some of which are:
- Incorrect chunk position of materials or model.
- Units: No lightmap uv-data, but UnifiedRenderControler has AO-map set to true.
- Interior: No lightmap uv-data, combined with InteriorIllumination controller.
- No or incorrect materials assigned to node.
- Problem with material: texture not found, diffuse set too low, missing lightmap chunk (only in certain cases)
And some more.
And i still have my uvw channel problem in max it seem like i cannot separate my uv channel 2 from the 1 i try everything so i suspect uvw corruption, i am able to split the id in mesh rollout id section but when i try to save the newly made id of channel 3 it is still saving channel 1 in it! This is mind boggling.
Since it is my first attempt at using sh3 i am still on the learning curve but i have already learn a lot of trick and when I'm finish with this i will write clear and concise tutorials about what i went true.