[HELP NEEDED] Adding 2nd layer UV's to building for "force_gloss_seconduv"

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JD_Farmer
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[HELP NEEDED] Adding 2nd layer UV's to building for "force_gloss_seconduv"

Post by JD_Farmer »

Hey guys!

I don't often need to ask for help, I'm usually able to find answers online without creating forum topics. Unfortunately not this time.

I've started learning how to use and understand the Giants buildingShader.xml - but have hit a wall...
When 2nd UV's has been added (the way I thought was right), it turns out ingame with some very visible fails.

Image

As seen above - it's like the "overlay" doesn't fit correctly and the normals map is reversed.

The progress is like follows:

- Raw 3D model into 3DS Max
- UV layer 1 is created for the diffuse and normal map
- UV layer 2 is created for the specular map
- The two UV layers are collapsed together
- UV layer 2 is baked for AO and Specular layers
- The textures are made, and added in 3DS Max
- The model is exported as .i3d
- The .i3d is opened with GE
- With the materials editor everything such as cos power, ambient color etc. is adjusted.
- The buildingShader.xml is added with the material editor, and the shader variation is set to "FORCE_GLOSS_SECONDUV"
- The whole thing is saved, and added to the map


When done with the above steps, I pack the map and runs it ingame, and this is where the problems appear..

What am I doing wrong in this progress?

(The map is Oakfield, the model is new made by me to look like the originals in the map just with higher quality and lower polys for private use only. All respect to OxygenDavid and the original modders of this map.)
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