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Second UV Set?
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  • EvilMash
  • Posted: 13 September 2008 05:15 PM
  • Total Posts: 7
  • Joined: 09 April 2008 11:26 AM

Hi, Just wondering if anyone can point me in the right direction on how to create a second UV set in Mod Tool ?

I have created a small building ( the first of many ) that i am going to use ‘hopefully’ in a map and i need it to cast shadows and have been told i need to create a second UV Set with the UV’s layed out in such a way that the game engine can use them to cast shadows. I understand how to set out the UV’s but i’m just lost on how to create a second UV set correctly so that it works in UE3.

Thanks in advance.

Mashy



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The main thing is that you don’t want the UV’s to overlap each other in the lightmap.

As for creating them:
I stuck with a simple cube. And applied a texture via
[B]Render[/B][COLOR=white]>[B]Get[/B]>[B]Texture[/B]>[B]Image[/B][/COLOR]
Since you already have a texture and UV set added, you could just open the render tree and it’s texture node.
1.jpg
Under [B]Texture Projection[/B], hit [B]new[/B] and assign it a new one.

I gave mine two cubic projections.
The first used the default layout where each face shared the save UV space:
2.jpg

And the second set used a layout where each face had it’s own space:
3.jpg
You can switch between UV sets in the Texture Editor by going into the ’[B]UV[/B]‘ link on the menu as shown (by default they would be named [B]Texture_Projection[/B] and [B]Texture_Projection1[/B]).



I imported the model into the Unreal Editor, created a quick material for it and assigned it in the Static Mesh Editor. 4.jpg
As you can see near the top left, it tells me that I have two UV Channels. (You can toggle the visability of these by hitting the second button, a cube found under the word ‘mesh’)

Over on the right, you can tell it to use a different coordinate set for the Lightmap. Toggle that on, and set your desired resolution for it.

5.jpg


After placing the actor into the level (I placed two in mine, a smaller one ontop of the other), open the properties for it [B](f4)[/B][COLOR=white], expand [B]StaticMeshComponent, [/B][/COLOR]and open the [B]StaticMeshComponent[/B] category all the way at the bottom.
6.jpg
By default it is telling it to override the lightmap resolution, using a resolution of 0. That means it is using vertex lighting.
Untoggle the [B]bOverrideLightmapResolution[/B], and rebuild the lighting for the scene.

7.jpg
Now when you look at the lightmap, you should see that it is using the proper lightmap resolution and layout for the actor (in this example you can see the two ‘t-shaped’ UV sets for the cubes, followed by the ones for the walls).



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  • EvilMash
  • Posted: 14 September 2008 06:58 AM

Thank you very much Cryrid, Exactly the info that i needed, As soon as i get home tommorow i will give it a try.

Thanks again, Great little tutorial.



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Thank you all for posting and supporting Unreal Technology 3 (ActorX) forum.



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  • EvilMash
  • Posted: 08 October 2008 04:50 AM

Sorry it has taken me a while to reply but life has been hectic lately. Anyway, Just to let you know that your tutorial worked spot on and i now have some nice shadows so thank you very much for spending the time to write all that info.



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Great tutorial Michael.
I will start a tutorials thread and we can post it links to your site.



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:) Cheers!

I guess that means I should probably re-word it a bit better and grab a few better/additional pictures.



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No don’t worry about if for now, Cryrid. What you got is great. I will get a little organized with all of this and post her again this weekend.



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