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Multiple texture coordinates?? - Macromedia Director 3D

Hi, I am aware that the .w3d exporter from 3DS MAX only exports the texture co ordinates for the first UV map. I need to use two different texture co ordinate lists for lightmaps on models in my scene. I have hit a bit of a wall though from trying this: 1. Apply UV map to model 2. Use some MAXScript to generate and save the UV co ordinate listing as user data for that model. * 3. Remove UV map, apply another UV map. Now, the second UV map comes through the W3D as normal. I can access the ...

  1. #1

    Default Multiple texture coordinates??

    Hi, I am aware that the .w3d exporter from 3DS MAX only exports the texture co ordinates for the first UV map.

    I need to use two different texture co ordinate lists for lightmaps on models in my scene.

    I have hit a bit of a wall though from trying this:

    1. Apply UV map to model
    2. Use some MAXScript to generate and save the UV co ordinate listing as user data for that model. *
    3. Remove UV map, apply another UV map.

    Now, the second UV map comes through the W3D as normal. I can access the user data for the model and retrieve the UV co ordinate listing (which I use on texture layer 2 for a lightmap), but I think my MAXScript is broken, because the texture comes out all warped when I apply the co ordinate list. I compared a straight planar mapping from an export with my own MAXScript exported data, and found that although the co ordinates are the same, the ordering of them is way off (which is what would be causing the distortion). I don't know how the W3D orders its texture coordinates, but my manual method must be wrong...

    I am using the meshdeform modifier so I can alter the texture coordinate lists manually.

    My questions are:

    has anyone got a piece of MAXScript that can read/spit out the UV co ordinates of a mesh in the same format/ordering as the W3D exporter spits them out?

    OR

    does anyone understand the structure of the .uvw files that Max generates when using a 'render to texture'-> unwrap UV modifier -> Save...

    ?

    I have been trying to work out how to bring a second texture co ordinate list properly into director all day, and though I can get it in there, the ordering of the co ordinates are all wrong....

    argh...

    Thanks, and any suggestions welcome

    Cel


    Phoonzang webforumsuser@macromedia.com Guest

  2. #2

    Default Re: Multiple texture coordinates??

    you don't need two different uv maps. you only need one per object. In fact I dont think I have ever seen an object with more than one set of co ords. hope this helps. But light map is a pass same as diffuse is so that would probably make it an image.
    Unregistered GUEST Guest

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