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Second UV Set for light map - How to use? #217731
07/24/08 15:45
07/24/08 15:45
Joined: Oct 2004
Posts: 150
Germany
T
tkunze Offline OP
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tkunze  Offline OP
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Posts: 150
Germany
I tried to attach a light map to a test model. I created the second UV set which looks good in MED. However if i put the model in my level i see no difference.

Is there anything i need to do to activate the second UV set and to ensure it gets used as a light map?

Re: Second UV Set for light map - How to use? [Re: tkunze] #217739
07/24/08 16:13
07/24/08 16:13
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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try looking in manual if you haven't already. if it doesn't help you, it would be good if you ask ventilator.



Ubi bene, ibi Patria.
Re: Second UV Set for light map - How to use? [Re: croman] #217755
07/24/08 18:09
07/24/08 18:09
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
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jigalypuff  Offline
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Posts: 1,007
usr this code one of the guys gave me smile
Code:
aterial Lum_mtl /// Windows and naell glows
{
	effect=
	"
	texture entSkin1;
	texture entSkin3;

	technique t0
	{
		pass p0
		{
			Texture[0] = <entSkin1>;
			Texture[1] = <entSkin3>;
			
			ColorArg1[0] = Texture;
			ColorOp[0] = Modulate;
			ColorArg2[0] = Diffuse;
			
			ColorArg1[1] = Texture;
			ColorOp[1] = add;
			ColorArg2[1] = Current;
		}
	}
	";
}

use a lightmap as second texture


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: Second UV Set for light map - How to use? [Re: jigalypuff] #217760
07/24/08 18:28
07/24/08 18:28
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
@jigalypuff

this is a standart fixed lightmapping shader, it has nothing to do with second uvset ????


edit:
from beta page:

The second UV skinning data from the MDL7 format is now imported in the engine and used for the D3DVERTEX u2,v2 coordinates. If a model has a second UV set, it is automatically treated as if its second skin were a lightmap (if it has no shader or FFP effect).

Last edited by Quadraxas; 07/24/08 18:36.

3333333333
Re: Second UV Set for light map - How to use? [Re: Quad] #217764
07/24/08 18:51
07/24/08 18:51
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
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jigalypuff  Offline
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Posts: 1,007
sorry i had not realized that was possible now frown


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: Second UV Set for light map - How to use? [Re: jigalypuff] #217803
07/24/08 21:40
07/24/08 21:40
Joined: Oct 2004
Posts: 150
Germany
T
tkunze Offline OP
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tkunze  Offline OP
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Joined: Oct 2004
Posts: 150
Germany
"If a model has a second UV set, it is automatically treated as if its second skin were a lightmap (if it has no shader or FFP effect)."

This is exactly my problem. I created a second UV set added the model to the level - and it looks like it did before.

There is no visible effect. My question is if there is anything i have to do in addition?

Re: Second UV Set for light map - How to use? [Re: tkunze] #217809
07/24/08 22:13
07/24/08 22:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Maybe, there is something with the groups that you have to consider? Just a guess...

Re: Second UV Set for light map - How to use? [Re: Pappenheimer] #217878
07/25/08 09:29
07/25/08 09:29
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
med->edit->activate seond uv set ???


3333333333
Re: Second UV Set for light map - How to use? [Re: Quad] #217895
07/25/08 11:58
07/25/08 11:58
Joined: Oct 2004
Posts: 150
Germany
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tkunze Offline OP
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tkunze  Offline OP
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Posts: 150
Germany
Quote:
med->edit->activate seond uv set ???


This is the step to import the second UV set which i generated in a light map tool.

When you switch this option you can work on the different UV sets.

But again everything looks good in med but shows no effect.

Re: Second UV Set for light map - How to use? [Re: tkunze] #218011
07/25/08 20:49
07/25/08 20:49
Joined: May 2008
Posts: 123
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BES Offline
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BES  Offline
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Posts: 123
I've been trying to figure this out as well.....It doesn't seem to do anything automatically like the new update said it would.

I did the same thing, had a second skin in MED that should have worked, saved the model, brought it into MED and ran my level, and saw no difference, no lightmap being used even though I have one applied as the second skin in the .mdl file. It looks like it's just not doing anything automatically with the second skin like it says it should on the beta page.....

Do we have to add some code to get it to actually use the lightmap?

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