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PandaSoft Multiple UV Channels?

Started by June 12, 2007 11:45 PM
0 comments, last by noremorse 17 years, 6 months ago
I'm exporting objects from 3DS Max 7 (so max 8 and up plugins won't work!) and I have a little problem... I need to export both texture coordinates and lightmap texture coordinates to .X format. I'm using PandaSoft exporter but unfortunately it doesn't seem to support multiple UV channels. I'm using "optimized" mode so if I export two files each with different UVs, the vertices in each file are different (so I can't just "merge" them). I really, really need a way to export both texture UV coord channels in one file! It looks like kw Xport does that but that's only for max 8! Help! EDIT: Found something interesting... when I have multiple UV channels, the PandaSoft exporter seems to export a big block of "FVFData" (flexible vertex format) at the end which I ASSUME has something to do with the second UV map! Unfortunately, I can't seem to figure out what... this is an example of what it looks like:

  FVFData  {
   258;
   334;
   1060847926,
   1064677817,
   1060847926,
   1060692656,
   1060847926,
   1060482910,
   1059919794,
   1064468072,
   1048828803,
   1059116069,
   1061311993,
   ...
Anyone know? EDIT2: Aha! Another thing I noticed! The FVFData has twice as many pieces of data (each line) than the amount of vertices (amount of vertices in file is 167 which is half of 334). That probably means that each vertex goes to two lines of FVF data. How it converts to texture data, I'm not sure. Also not sure what the "258" means... [Edited by - Gumgo on June 13, 2007 12:14:23 AM]
Here is a easy way.

You can select unwarp uvw modifier's "vertex color" radio button below uv channel x, It will save texcoord in vertex color. ( Of course you can't use vertex color feature )

Then use vertex color as uv in your app, It's very easy in shader.

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