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#1 |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
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Ok so I have just created an ambient occlusion map for a new ship:
![]() What I need to know now is how to create a UV2 channel so the game renders it. Any help would be appricated. |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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name it ship_name_O01.dds and put it with ship_name_T01.dds, then point to them with the cfg in the Roster file?
(takao?) |
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#3 |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
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#4 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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You need to save your UVW map from whatever you mapped it in. In 3DS Max, that would be the automatic Unwrap UV modifier in the stack (assuming you used auto unwrap) and then save the UV co-ordinates over the model-uv2.uvw file that S3D exported.
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