I don't need to test my programs. I have an error-correcting modem.
Difference between revisions of "Legacy: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. | |
− | + | ==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. | + | 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. |
− | == | + | ==UV2Mode== |
− | '''Fat Marrow:'''This would ideally also explain about | + | '''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== | ==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.