Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Legacy:UV2Texture

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 03:31, 30 July 2005 by Tarquin (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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]