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Re: C&C_The_Canyon (Wip infantry map) [message #456621 is a reply to message #456620] Sun, 02 October 2011 18:36 Go to previous messageGo to previous message
Jerad2142 is currently offline  Jerad2142
Messages: 3813
Registered: July 2006
Location: USA
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General (3 Stars)
Aircraftkiller wrote on Sun, 02 October 2011 19:29

There's 99 UV channels that 3DS Max (and by association, Renegade) understands. Each channel holds UV data, which defines how the textures appear in local space on the object. All modeling packages should have the ability to set different textures to display under different UV channels. The main rock texture for example was set to UV channel 2. The ground textures were all set to UV channel 1. When I have the whole level grouped together, I can set the proper tiling by adding two UVW Mapping modifiers to adjust the scale of the textures. There's a UV channel option in the subobject rollout of the UVW Mapping modifier.

When you set your UV channel, reflect that change in the RenX/Max 8 channels in your material editor. If you're working with RenX/Max 8, you'll find them when you press M and look at the vertex material. It's below the field that you enter any arguments for vertex mapping into. It should say "UV 1" by default. Change the spinner to 2, 3, 4, whatever your channels are.

Ah sorry, just found the spinner, can't believe it, I've probably seen that over 1000 times and never managed to put that together with the UV channels in the UVW Map settings...

This kind of makes the scale Mapper worthless doesn't it, as you could set the scale with another UVW Map on a different channel for each texture?


 
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