evilartist@Posted: Wed Jul 11, 2007 3:37 am :
I made a Lightwave model of a table, along with a UV map. The texture (a 1024x1024 targa) looks fine in Lightwave, but when I place it in a Quake 4 map, the texture looks like it's been offset. I can't think of an easier way to explain it, but I have a picture:
The left side of the picture shows how it looks in Lightwave and its UV map layout. The upper-right corner of the picture shows the targa I'm using, and the lower-right is how it looks in Quake 4 (too big to show full screen, obviously)
I'm new to Lightwave, so I can't figure out where I went wrong. I know I spelled and referenced everything correctly in my material shader, which is:
Code:
models/evilartist001/practice/foldtable
{
diffusemap models/evilartist001/practice/foldtable_d.tga
bumpmap models/evilartist001/practice/foldtable_local.tga
}
Also, the normalmap seems to be rendering in the same spot as the diffusemap (in Q4), so it seems both are being affected. Is there something I'm missing from the material shader? Or are there certain settings in Lightwave's surface editor I overlooked?
How do I make the texture appear correctly ingame?
Additional details:- The texture (foldtable_d.tga) is 1024 x 1024
- There are multiple outdated UV maps saved in that .lwo file, but they just aren't used in the surface editor (can they interfere? If they are interfering, how do I delete them?)
- The UV map type is Atlas (the only one I can really use here)
iceheart@Posted: Wed Jul 11, 2007 4:47 am : Make sure the model has one and only one UV map, otherwise weird (tm) stuff happens. I'm not a lightwave person so I can't tell you how to do it, but in modo you right click the UV map and pick "delete".
evilartist@Posted: Wed Jul 11, 2007 5:33 pm : Yeah, I'm currently trying to figure out how to delete UV maps from the whole list (right-clicking doesn't seem to be an important feature to Newtek, aside from lasso-selecting). I do have several UV maps, mostly mess-ups because I didn't weld certain points together (example - the curved corners of the table were not originally welded to the whole table, so when the UV map was generated, the corners were separate. I wanted both the top and bottom faces of the table to be whole squares with filleted corners in the UV map, so I welded the points, and that worked). I assumed the UV maps that had textures applied were the only ones that were used ingame.
Thanks. I just need a chance to work on the model after work.
Kamikazee@Posted: Wed Jul 11, 2007 7:19 pm : It has been a while, but I believe you need to click the "T" key at the bottom right in Modeler to select an UV map to be active. Then go to the "Map" tab and click the "Delete Map" button there.
evilartist@Posted: Sat Jul 14, 2007 5:31 am : Iceheart: you were right. All I had to do was get rid of the extra UV maps.
Kamikaze: yes, I found an option under the Maps tab for deleting UV maps.
Thank you both very much. I appreciate your help.
evilartist@Posted: Wed Jul 11, 2007 3:37 am : I made a Lightwave model of a table, along with a UV map. The texture (a 1024x1024 targa) looks fine in Lightwave, but when I place it in a Quake 4 map, the texture looks like it's been offset. I can't think of an easier way to explain it, but I have a picture:
The left side of the picture shows how it looks in Lightwave and its UV map layout. The upper-right corner of the picture shows the targa I'm using, and the lower-right is how it looks in Quake 4 (too big to show full screen, obviously)
I'm new to Lightwave, so I can't figure out where I went wrong. I know I spelled and referenced everything correctly in my material shader, which is:
Code:
models/evilartist001/practice/foldtable
{
diffusemap models/evilartist001/practice/foldtable_d.tga
bumpmap models/evilartist001/practice/foldtable_local.tga
}
Also, the normalmap seems to be rendering in the same spot as the diffusemap (in Q4), so it seems both are being affected. Is there something I'm missing from the material shader? Or are there certain settings in Lightwave's surface editor I overlooked?
How do I make the texture appear correctly ingame?
Additional details:- The texture (foldtable_d.tga) is 1024 x 1024
- There are multiple outdated UV maps saved in that .lwo file, but they just aren't used in the surface editor (can they interfere? If they are interfering, how do I delete them?)
- The UV map type is Atlas (the only one I can really use here)
iceheart@Posted: Wed Jul 11, 2007 4:47 am : Make sure the model has one and only one UV map, otherwise weird (tm) stuff happens. I'm not a lightwave person so I can't tell you how to do it, but in modo you right click the UV map and pick "delete".
evilartist@Posted: Wed Jul 11, 2007 5:33 pm : Yeah, I'm currently trying to figure out how to delete UV maps from the whole list (right-clicking doesn't seem to be an important feature to Newtek, aside from lasso-selecting). I do have several UV maps, mostly mess-ups because I didn't weld certain points together (example - the curved corners of the table were not originally welded to the whole table, so when the UV map was generated, the corners were separate. I wanted both the top and bottom faces of the table to be whole squares with filleted corners in the UV map, so I welded the points, and that worked). I assumed the UV maps that had textures applied were the only ones that were used ingame.
Thanks. I just need a chance to work on the model after work.
Kamikazee@Posted: Wed Jul 11, 2007 7:19 pm : It has been a while, but I believe you need to click the "T" key at the bottom right in Modeler to select an UV map to be active. Then go to the "Map" tab and click the "Delete Map" button there.
evilartist@Posted: Sat Jul 14, 2007 5:31 am : Iceheart: you were right. All I had to do was get rid of the extra UV maps.
Kamikaze: yes, I found an option under the Maps tab for deleting UV maps.
Thank you both very much. I appreciate your help.
evilartist@Posted: Wed Jul 11, 2007 3:37 am : I made a Lightwave model of a table, along with a UV map. The texture (a 1024x1024 targa) looks fine in Lightwave, but when I place it in a Quake 4 map, the texture looks like it's been offset. I can't think of an easier way to explain it, but I have a picture:
The left side of the picture shows how it looks in Lightwave and its UV map layout. The upper-right corner of the picture shows the targa I'm using, and the lower-right is how it looks in Quake 4 (too big to show full screen, obviously)
I'm new to Lightwave, so I can't figure out where I went wrong. I know I spelled and referenced everything correctly in my material shader, which is:
Code:
models/evilartist001/practice/foldtable
{
diffusemap models/evilartist001/practice/foldtable_d.tga
bumpmap models/evilartist001/practice/foldtable_local.tga
}
Also, the normalmap seems to be rendering in the same spot as the diffusemap (in Q4), so it seems both are being affected. Is there something I'm missing from the material shader? Or are there certain settings in Lightwave's surface editor I overlooked?
How do I make the texture appear correctly ingame?
Additional details:- The texture (foldtable_d.tga) is 1024 x 1024
- There are multiple outdated UV maps saved in that .lwo file, but they just aren't used in the surface editor (can they interfere? If they are interfering, how do I delete them?)
- The UV map type is Atlas (the only one I can really use here)
iceheart@Posted: Wed Jul 11, 2007 4:47 am : Make sure the model has one and only one UV map, otherwise weird (tm) stuff happens. I'm not a lightwave person so I can't tell you how to do it, but in modo you right click the UV map and pick "delete".
evilartist@Posted: Wed Jul 11, 2007 5:33 pm : Yeah, I'm currently trying to figure out how to delete UV maps from the whole list (right-clicking doesn't seem to be an important feature to Newtek, aside from lasso-selecting). I do have several UV maps, mostly mess-ups because I didn't weld certain points together (example - the curved corners of the table were not originally welded to the whole table, so when the UV map was generated, the corners were separate. I wanted both the top and bottom faces of the table to be whole squares with filleted corners in the UV map, so I welded the points, and that worked). I assumed the UV maps that had textures applied were the only ones that were used ingame.
Thanks. I just need a chance to work on the model after work.
Kamikazee@Posted: Wed Jul 11, 2007 7:19 pm : It has been a while, but I believe you need to click the "T" key at the bottom right in Modeler to select an UV map to be active. Then go to the "Map" tab and click the "Delete Map" button there.
evilartist@Posted: Sat Jul 14, 2007 5:31 am : Iceheart: you were right. All I had to do was get rid of the extra UV maps.
Kamikaze: yes, I found an option under the Maps tab for deleting UV maps.
Thank you both very much. I appreciate your help.