Good day Luca,

 

Thanks for your response.

Do I understand correctly you are suggesting I use a single UV map modifier
for all textures?

 

Yes I understand that each face of the object can be assigned a different
face ID, and the same ID can be used on the material/texture which should be
applied on that face. This maps all textures to different faces, but I need
to apply different types of UV maps for different faces. For instance, if
the object is a single large complex building, I need to have a UV map of
type 'Box' for some faces, while other faces need 'planer' type UV map etc.
Also, different faces using 'box' mapping need different tilling values. 

 

For instance, I chose a face, give it a face ID 1, apply a UV map of type
'box' and set tiling to 6x6. This will apply the material with ID 1 on it
perfectly.

Now I chose a second face, give it a face ID 2, apply a UV map of type 'box'
and set tiling to 2x2. This will apply the material with ID 2 on it, BUT
using values of first UV map, so it will be tiled 6x6 anyway UNLESS I use a
different channel ID of 2 on texture map as well as UV map. (also logically,
if both UV maps have channel ID 1, 3dsMAX will have no way of knowing which
UV map to use for which texture.)

 

As I understand:

Face IDs match materials to faces of object.

Chanel IDs match texture-maps to UV-maps.

 

So if I have only one UV map with tiling of 6x6, I can still map different
materials to different faces by using face IDs, but they will all have
tiling of 6x6.

And if I add more UV maps at different channel IDs, I get the desired result
in 3dsMAX and it renders perfectly, but the exporter just ignores them.

 

Is there a way around it? Or am I still misunderstanding something?

 

I would very much appreciate any helpful hints you could provide.

 

Regards,

T. Javed

 

 

 

 

 

  _____  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, January 24, 2007 11:26 PM
To: [EMAIL PROTECTED]; crystal-main@lists.sourceforge.net;
[EMAIL PROTECTED]
Subject: Re: [CsMain] how to tile textures?

 

 Good day,
the channels you are using are not needed to accomplish what you want. Just
select one face in Editmesh modifier and then select the UV map tool, you
will be able to tile as you wish. Then select the edit modifier again and
select another face, use UV map on it and tile or assign different texture
as you wish. I didn't investigate those UV channels, and from what you say
are not supported by the exporter, but really not needed in your case. We
use this extensively in all our levels.

Regards,
  Luca.

 

 
-----Original Message-----
From: [EMAIL PROTECTED]
To: crystal-main@lists.sourceforge.net; [EMAIL PROTECTED]
Sent: Wed, 24 Jan 2007 11:46 AM
Subject: Re: [CsMain] how to tile textures?

That looks like a bug in the exporter. It should export the UV layout 
exactly as you did it in 3dsmax. I'll forward this mail to Luca who 
made the 3dsmax exporter. 
 
Greetings, 
 
On 1/24/07, Tahir Javed <[EMAIL PROTECTED] <mailto:tahir.javed%40mail.ee>
> wrote: 
> If there's a seperate art-related mailing-list, I dont know about it so
just 
> let me know. :) (I checked the forums but did'nt find any help on this 
> issue.) 
> 
> OK, how does one achieve applying different textures to parts of same
object 
> *and tile each texture seperately* ? 
> 
> I'm using 3dsMAX 8 with planeshift MAX exporter. 
> I have 6 textures, each applied to a different face ID of the object. But 
> since I need to tile each texture in different way, only way is to add 6
UV 
> maps, each at a different channel having different UV tiling. 
> The scene looks perfect in 3dsMAX. 
> 
> But when I export the world file and load it in walktest, it tiles all 
> textures as per settings of the first UV map only (which is at channel ID
1 
> )and ignores all other UV maps at channel IDs 2-6. 
> 
> Don't know whether its the limitation of the exporter, or am I doing 
> something wrong. In any case, can anyone suggest how to achieve this? OR 
> just point me to some sample of XML world file where one or more textures 
> are applied to same object 'and tiled differently'. 
> 
> Or is there a better and more efficent way of doing this? i.e. having 
> multiple textures applied to parts of a single object and each tiled 
> differently. Or would it be more efficient to break the object into
multiple 
> objects? (though I dont really wanan do that) 
> 
> Many thanks in advance, 
> T. Javed. 
> 
> 
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