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  1. #1
    The Dark Knight Member wlesmana's Avatar
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    Default Re: question about uv mapping

    RTW engine is simpler than 3dsmax: it cannot read vertices that has multiple coordinates. For example, imagine that you're trying to UV map a box. This would be hard (without textures getting warped) in RTW engine without detaching the box's surfaces. Each of the vertices, aka. the box's edges, MUST be at the same exact spot in the UV Map. If you separate them, then the RTW engine, CAS, would get confused and wrap the entire space between the two vertices. To view which vertex is connected with which, choose View in the UV Mapping window and check Vertex Connection. Or if you use 3dsmax, it's usually shown with a dark blue icon on the connecting vertex.

    The easiest way to fix this is by detaching the polygons or vertices, so they can exist in separate coordinates.

    Good luck!

  2. #2

    Default Re: question about uv mapping

    i havent done this, i mapped them without detaching the obects. Ill try it. Thanks wlesmana, it would be a same to waste 23 new models for nothing. If you are right on this your name goes to an Inca general. Right gyus on the Inca mod?

  3. #3

    Default Re: question about uv mapping

    ok, i did some checking and it seems that Wlesmana is right. His name is Apu Wlesmana as far as the Inca Total war mode is concerned. Futhermore i have found out that the .cas extractor messes up every cylidrical mapping i make and understands only planar mapping. Otherwise, if i cylindrically map sth the RTW engine creates distortion. Can anyone confirm this?

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