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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 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==

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

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

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