Been doing lots of .ase reimporting into a package to give all my assets lighting UV coordinates when things started going bonkers. Mapping coordinates are being flipped around or become "stuck" on a very old version and cannot be imported over.
Has anyone experienced this before? Reimporting objects with the correct uv layouts doesn't fix the old ones, yet if I make a new package everything works perfectly but i'd have to put everything back into my scene again from scratch.
This is driving me crazy, do i simply need to make more packages rather than just having one, does UT3 have an asset limit per package? is it corrupt? if anyone has experienced this before your input would be greatly appreciated!
P.S. Oh, and new assets are rendering light bakes as pure black to boot. Older assets are doing fine, just the new ones aren't recieving lighting, mapping to channel 0 works, so vertex lighting is fine.
Replies
That should do it, hope that helps.
I've finally kinda figured out how to make a little progress. By exporting my asset as an OBJ with no mapping coordinates, reimporting it and then redoing the UV's i can at least get a fresh start. But it just seems odd that everything works fine in max prior to that, yet when i export into UT3 it just stays fubar. In the preview for hte generic browser no matter what i do to mapping coordinate 1, the diffuse stays the same on the preview asset, it should change.
For whatever reason something is lost in translation between max and UT3, and it's driving me insane and sapping all artistic progress. Wish i could just forget about this and push forward in the project, but i'm afraid it's going to happen again as i have no idea why it's happening. At least it's only lighting coordinates and not totally necessary, but they certainly help punch up a project.
If the model is all messed up then the first thing I do is go into the UV editor. Save the original UV Unwrap. Go to the second UV Unwrap for the lightmap and save that one too. Export as an OBJ. Open it and then Load both old Unwraps back.
Works every time so far at least.
Again, thanks for the advice Anthony, saved a shit-ton of headache on my part. Heard you got a good clutch art test going on, GOOD LUCK!
found the same UT3 thing you found. seemed to take me a bit longer to do it that way so I stayed with the max approch.
one thing though from talking with a few different artists who use UT3 on a daily basis they told me to really only worry about light maps on walls and floors as these are the things that will be catching most of the important shadows. everything else is pretty good with vertex lighting.
You raise a good point Anthony, that vertex lighting is fine 90% of the time and in all actuality would have worked on the asset i was having the issue on, it was just one of those things i HAD to figure out, glad you guys could help out