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Old 04-14-10, 02:35 AM   #29
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
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Quote:
Originally Posted by Hans Witteman View Post
I am still a little bit confused with this one because as an ex: I import so far and remodel the entire Turm2A_1_conning int_high and i have split the original uv layout as 2 separates uv layout instead of 1 in vanilla version, i made one for the floor at 1024x1024 and one for the rest of the interior conning tower at 2048x2048 and both show up fine in sh3 editor and in game.

For the Turm2A_1_conning ext_high i even have 3 different uv layout total and all show up fine in your editor and in game, so if the game can only have 2 channel usable why my 3 channels are all working fine?

Maybe it is because we both are trying to communicate in our non native language

But i sincerely appreciated your time and effort to help me out.

Regards Hans,
Hi Hans,

Texture size is irrelevant, you are talking about different materials applied to one model, but they all still use map channel 1 for the diffuse uv-map. That's why S3D and the game show it correctly.

Again, for the lightmap you can also have it use multiple textures (multiple materials), but they all should use the same map channel (2 in the case of S3D/game)
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