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Difference between revisions of "Legacy:UV2Texture"

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===Display->UV2Texture===
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The '''UV2Texture''' allows a material to be superimposed on a [[Legacy:Static Mesh|static mesh]], overriding (or overlaying on) the default material of the static mesh. This is set with the UV2Texture and UV2Mode properties inthe [[Legacy:Actor/Display|Display]] properties group.
  
This property, in conjunction with Display->[[Legacy:UV2Mode|UV2Mode]], allows a material to be superimposed on a static mesh, overriding (or overlaying on) the default material of the static mesh.
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==UV2Texture ==
  
The main use for this property appears to be to add a custom lightmap on a static mesh. Such a lightmap must be mapped to the object underlying the static mesh using the second UV channel (in 3D Max terminology, I believe) or the UV map named 'UV2' (in Lightwave; it is essential that this exact name be used for the UV map). For an example of this, see the static mesh (in MyLevel) corresponding to the central chamber in DM-Antalus.
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The main use for this property appears to be to add a custom lightmap on a static mesh. Such a lightmap must be mapped to the object underlying the static mesh using the second UV channel (in [[Legacy:3D Studio Max|3D Studio Max]] terminology, I believe) or the UV map named 'UV2' (in Lightwave; it is essential that this exact name be used for the UV map). For an example of this, see the static mesh (in [[Legacy:MyLevel|MyLevel]]) corresponding to the central chamber in DM-Antalus.
  
==Discussion==
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==UV2Mode==
  
'''Fat Marrow:'''This would ideally also explain about [[Legacy:UV2Mode|UV2Mode]], if I knew how that worked, and refer to other (non-Lightwave) UV topics.
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'''Fat Marrow:'''This would ideally also explain about UV2Mode, if I knew how that worked, and refer to other (non-Lightwave) UV topics.
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'''Tarquin:''' good start though. I've interlinked a bit more.
  
 
==Related Topics==
 
==Related Topics==

Latest revision as of 02:31, 30 July 2005

The UV2Texture allows a material to be superimposed on a static mesh, overriding (or overlaying on) the default material of the static mesh. This is set with the UV2Texture and UV2Mode properties inthe Display properties group.

UV2Texture[edit]

The main use for this property appears to be to add a custom lightmap on a static mesh. Such a lightmap must be mapped to the object underlying the static mesh using the second UV channel (in 3D Studio Max terminology, I believe) or the UV map named 'UV2' (in Lightwave; it is essential that this exact name be used for the UV map). For an example of this, see the static mesh (in MyLevel) corresponding to the central chamber in DM-Antalus.

UV2Mode[edit]

Fat Marrow:This would ideally also explain about UV2Mode, if I knew how that worked, and refer to other (non-Lightwave) UV topics.

Tarquin: good start though. I've interlinked a bit more.

Related Topics[edit]