Second UV channel?
by Tobias Niva · in Torque 3D Public Discussion · 09/07/2009 (5:38 am) · 4 replies
Will it be possible to get another UV channel into T3D (primarily for lightmapping purposes), without modifying the engine?
About the author
Graphics Artist @ www.gimbalgames.se
#2
09/07/2009 (2:35 pm)
I´ve seen the overlay-texture-slot in some pictures of the T3D-beta's material editor, but thanx for clarifying this for a beta-outsider.
#3
Edit: Oh, sorry... I didn't notice when I originally posted that you aren't using T3D yet. I guess that was probably more detail than you really needed. :)
09/07/2009 (7:34 pm)
Yeah, I didn't mention the material editor because I can't recall if it's working correctly there just yet.Edit: Oh, sorry... I didn't notice when I originally posted that you aren't using T3D yet. I guess that was probably more detail than you really needed. :)
#4
11/21/2009 (6:59 am)
I was reading this thread and thought to ask... is it possible to use the second uv texture co-ordinates for both the overlay and some other mapping like normal or specular?
Associate Russell Fincher
overlayTex[0] = "./UV2texture.png";
Your "overlay" texture uses the alpha channel as transparency. Set the two UV sets up in your modeling program to use map channels 1 and 2, where 1 is the main texture with diff, normal, and spec textures, and 2 is the "overlay" texture.