Product Chat / [SOLVED] Stacked uv

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granada
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Posted: 23rd Jun 2019 00:55
Can anyone tell me if GG can light map stacked uvs I always thought not but I’m not sure now ,thanks

Dave
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Teabone
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Posted: 23rd Jun 2019 01:48
Its a good question. As im trying to isolate why some models disappear and others do not, after baking lights in F3 lightmap mode.
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Pirate Myke
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Posted: 23rd Jun 2019 03:03
I am not seeing any problem light mapping models I have stacked UV's in.

I did notice one of my custom models had a few parts missing using DNSI textures and the entity_basic.fx shader.
Testing this more to see if I can spot a pattern.
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Belidos
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Posted: 23rd Jun 2019 10:11
As far as i am aware the lightmapper generates its own UV's for objects so it shouldn't be a problem. However my experience has been that sometimes it confuses the lightapper and either makes objects disappear or randomly makes some models darker or lighter.

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granada
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Posted: 23rd Jun 2019 10:42
Thank for the answers so far guys, I would love to no it would help a lot of people to no for sure

Dave
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OldFlak
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Posted: 23rd Jun 2019 13:34 Edited at: 23rd Jun 2019 13:39
Quite a few of my models (DNS and PBR) have stacked uv's and they seem to survive the light-map process. I always bake F3 for lights.

Haven't tried with beta yet, but will test tomorrow.

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Teabone
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Posted: 24th Jun 2019 05:17
posted in another thread but if you put pbroverride = 0 in the setup.ini some models completely disappear after the F3 light baking process. Not sure why this is occuring but could be related to overlapping UVs?
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Avenging Eagle
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Posted: 24th Jun 2019 07:19
I thought pbroverride = 1 was basically to let GG know your level contains a mixture of DNS and PBR models (which applies to most of our levels tbh). pbroverride = 0 means you want all of your level to be considered PBR, meaning any remaining models that are DNS are disregarded during the lightmapping - that might explain why they disappear, but only after lightmapping.

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granada
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Posted: 24th Jun 2019 13:19
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Ok I got a answer from Preben

Pretty much what @ Belidos said

Quote: "Yes it should support stacked uv , as it will use the same UV and only add a additional UV set for lightmap. "


But will need testing , when my comp is back together
Thanks for the answers guys

Dave
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