Murphy's Irrlicht Mesh file format

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Murphy
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Murphy's Irrlicht Mesh file format

Post by Murphy »

This topic is unbelievably long and ungainly, so I'll try to summarize some stuff here in the first post. The original first post is at the end.

MIM is Murphy's Irrlicht Mesh file format. The major design concept is to mirror Irrlicht's internal workings such that anything that can be put into an Irrlicht meshbuffer ... you should be able to set up from a MIM.

Quick Overview
  • XML based.
  • Attempts to mirror Irrlicht's internal structure (i.e. meshbuffers, materials, etc. exist as XML elements).
  • Supports all Irrlicht material types.
  • Supports storage of lights (not truly a property of a mesh, but handy).
  • Converters exist for OBJ (including a second OBJ for a lightmap), OpenBSP, DMF (DeleD Map File), CSM (Cartography Shop).
  • Does not support animation (see below for more info).
Further, since MIM attempts to mirror the actual workings of Irrlicht, you can also use the format to store data for your own material types, and not just the ones built into Irrlicht. This is not always possible, but it is sometimes. I think making it much more flexible would be more trouble than it's worth for a "declarative" format and we'd be better off switching to a procedural format (i.e. scripts that build Irrlicht objects).


Where can I get it?
Unfortunately, if you don't already have it (it was released to a few people for testing and experimentation) -- there's no way to get it at the moment. It's coming as soon as I can manage to get some time to work on it, but there are a number of obstacles keeping me from doing so just now.


What about a converter from DirectX X file format?
Doing a simple conversion of the geometry would be easy, but nobody has yet proposed a workflow that requires it (that is, one of the existing converters could be used instead). For info on animation, see below. As for lightmaps... I've never seen a proper X file with two sets of texture coordinates and two sets of materials. Most packages don't actually seem to do this. Some packages export a textured X and a lightmapped X, but nobody has pointed out such a package that can't also export two OBJs or some other supported format.


What about a converter from <some other 3D file format>?
B3D support is coming. If you want another format supported, let me know. I'd like to support as many good workflows as possible.

On the other hand, nobody is stopping you from writing your own converter or exporter -- it's not that difficult. For that matter, I wrote most of the converters really quickly and mostly just to do what I wanted them to. As features in a particular format may not map exactly to Irrlicht features, I guessed at what would be good and useful. If I was wrong, you can modify the converters (when source is available) or request an improvement.


Why are only static meshes supported?
This is because MIM attempts to mirror Irrlicht's internals, and Irrlicht doesn't really have a generic animation implementation -- animation is implemented by the loaders, etc.

I'm willing to entertain suggestions on this. One thought is to wait and see if Irrlicht develops a generic animation implementation (this is something that has been talked about for NX). Another is to support Blender's or some other package's animation through a converter or exporter. Another is to implement a very flexible bone animation system and do the best convertors I can within the amount of time I'm willing to put in.


Original first post:
So I've written a loader for what I call "Murphy's Irrlicht Mesh" format or MIM.

It's an XML-based format which I think is a pretty direct representation of how Irrlicht actually uses the information.

I've also written a (rather incomplete) converter that converts from DeleD's DMF format to MIM.

Here's a screenshot of the "Waterworld" DeleD map, complete with lightmaps:
Image

Here's a little snippet of the MIM file:

Code: Select all

<?xml version='1.0'?>
<MIrrlichtMesh>
...
	<meshBuffer>
		<material backfaceCulling='true' lighting='false' materialType='EMT_LIGHTMAP' textureFile1='Textures\Wood\Wood01.jpg' textureFile2='Textures\LightMaps\Waterworld\LightMap0.bmp' textureCreationFlags2='-ETCF_CREATE_MIP_MAPS' />
		<polygon winding='counterClockwise'>
			<vertex x='-768' y='256' z='-256' u1='-3.036' v1='0.1438' u2='0.627' v2='0.002' />
			<vertex x='-256' y='144' z='-256' u1='-1.012' v1='0.1438' u2='0.6855' v2='0.002' />
			<vertex x='-256' y='144' z='-352' u1='-1.012' v1='-0.177' u2='0.6855' v2='0.0605' />
		</polygon>
		<polygon winding='counterClockwise'>
			<vertex x='-768' y='256' z='-256' u1='-3.036' v1='0.1438' u2='0.6895' v2='0.002' />
			<vertex x='-256' y='144' z='-352' u1='-1.012' v1='-0.177' u2='0.748' v2='0.0605' />
...
It's still very immature -- there are a number of optimizations/improvements that could/should be made (get rid of vertex duplication, use single UV values when possible, etc.), some things that should be cleaned up, and a feature that I want to implement but haven't yet (support for concave polygons). But it's a start.

Oh, the format can also store lights. The loader loads them as an array of SLights, but there's currently no way to access them.
Last edited by Murphy on Fri Mar 18, 2005 12:22 pm, edited 3 times in total.
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Post by vermeer »

extremely interesting...

is there a possibility that in the future is added an *.x-->MIM converter with 2 uv channels? For levels, I mean (so that can be asigned in code or something, later on, the tga lightmap)
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Murphy
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Post by Murphy »

It's certainly possible. I don't actually know anything about the .x format. My real knowledge of DirectX could barely fill a shot glass, so it might be more work for me to do this than for someone else...

DeleD's .x exporter doesn't export multiple texture layers, so if someone wants to send me (or direct me to) an .x (preferably of a smallish level/map) with two sets of texture coords, I'd look into it. Matching textures/lightmaps would be nice too.
Last edited by Murphy on Tue Jan 18, 2005 10:45 am, edited 1 time in total.
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Post by Murphy »

BTW, here's an approximation of the current format for anyone interested:

Code: Select all

<meshBuffer>
 <material
  materialType="EMT_SOLID" // Or EMT_LIGHTMAP or whatever
  ambientColor="1.0,1.0,1.0"
  diffuseColor="1.0,1.0,1.0"
  emissiveColor="0,0,0"
  specularColor="0,0,0"
  shininess="0.0"
  wireframe="false"
  gouraudShading="true"
  lighting="true"
  zBuffer="true"
  zWriteEnable="true"
  backfaceCulling="true"
  bilinearFilter="true"
  trilinearFilter="false"
  fogEnable="false"
  textureCreationFlags1="ETCF_ALWAYS_16_BIT,ETCF_ALWAYS_32_BIT,ETCF_OPTIMIZED_FOR_QUALITY,ETCF_OPTIMIZED_FOR_SPEED,ETCF_CREATE_MIP_MAPS"
  textureFile1="..."
  textureCreationFlags2="ETCF_ALWAYS_16_BIT,ETCF_ALWAYS_32_BIT,ETCF_OPTIMIZED_FOR_QUALITY,ETCF_OPTIMIZED_FOR_SPEED,ETCF_CREATE_MIP_MAPS"
  textureFile2="..."
 />
 <polygon concave="true" winding="clockwise">
  <vertex x="0.0" y="0.0" z="0.0" nx="0.0" ny="0.0" nz="0.0" u1="0.0" v1="0.0" u2="0.0" v2="0.0" color="white" />
 </polygon>
</meshBuffer>
<light x="0.0" y="0.0" z="0.0" ambientColor="0,0,0" diffuseColor="1.0,1.0,1.0" specularColor="0,0,0" castShadows="true" radius="100.0" />
The specified texture creation flags are bitwise ORed against the current flags. If you want to remove a flag (Bitwise AND the bitwise complement), you can preface it with a "-" (i.e. -ETCF_CREATE_MIP_MAPS to disable mipmaps). If you want to clear all the flags so you're starting from 0, you can specify a "-" by itself (i.e. "-,ETCF_OPTIMIZED_FOR_QUALITY" for ETCF_OPTIMIZED_FOR_QUALITY only).

polygons with concave=true can be either concave or convex. If concave is false (or unspecified), the polygon is assumed to be convex. You should leave concave=false when possible.

* Note: Concave polygons are not currently supported

polygons are normally assumed to have counterclockwise winding. If you wish to reverse the winding, specify winding=clockwise.

For colors, you usually specify 3 or 4 floats (fourth is alpha), but you can also specify the named colors white, black, gray, red, green, blue, cyan, magenta, and yellow.


While working on this thing, I came across two gotchas, which are:
1) CXMLReader doesn't accept attribute values in single quotes (i.e. "<blah blah='blah'>") even though it should. I posted a fix for this in the Bugs forum.
2) There's no way in the current release to set textures to repeat in OpenGL, so if the thing that generated the mesh uses wrapped textures, you're out of luck. I actually hacked in GL_WRAP and things look fine now.
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Post by vermeer »

Murphy, I have Ultimate Unwrap purchased. Is the one I use to output 2 UVs in x files, (it also does it in ASE and b3D formats)

I'll make for you a basic sample (the simpler, the better for you) with 2 UVs and the generated lightmap already asigned to the second UV channel, and a basic texture asigne to the channel 1.

If u need extra info, just tell me. I think I can provide quite a lot of links of x documentation, if it is actually needed.

I am sorry I cannot code even a hello world. I am just an artist.
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Post by afecelis »

great! this would cure many people's headaches!! :D

It would be great if you could take it in the direction Vermeer suggests (X file format with 2 uv map channels) since level editors like Deled or Cshop (and GI lightmappers like Giles) export to X with the 2 of them.

We've always tried to blend them together into Irrlicht without succes and it's a task other engines-languages achieve painlessly (i.e. Blitz3d-DBpro).
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Post by Murphy »

vermeer, that'd be great. If you don't have somewhere to host it, you can upload it to my messageboard at http://www.constantthought.com/yabbse.

I looked into the .x format a bit last night, and I think I have a basic understanding of how multiple UV coordinates are stored. It's kind of weird, but I think if I had something to work with, I could get it worked out.

I'm willing to at least give this a try, but I do need something to work with here. I don't have a workflow to create my own. afecelis, you say DeleD exports to .x with two sets of UV coordinates, but ... well, it didn't seem to do it for me. I took the Waterworld map with lightmaps (the same one I used to generate the screenshot above -- it certainly has two sets of UV channels in .DMF and .MIM formats) and exported it to .x, and... no lightmap data. Any tips?
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Post by afecelis »

you're right, my bad! The lite version doesn't allow that. Perhaps the announced pro version will do. But cshop does export both X files, one with the difuse maps and another with the lightmap info baked onto it.

I crossed some lines with Josh Klint (Cshop's creator) about writing an exporter to get CSM (cartography shop maps) into Irrlicht; his advice was not to write any exporters but try to read the csm file directly. In other words, write a loader class for his format. He said there was some info about his format at his site, under the "tools" section, but I couldn't find any:
http://www.leadwerks.com/

check cshop editor here:
http://www.leadwerks.com/index.php?page=mapeditor.htm

It would also be a good alternative; the format is free, the lightmaps are great and it's not very expensive (US$65).

The other program that exports the 2 x files is Giles. But I'm sure my dear compadre Vermeer can give you a "brief" explanation about it, hehehe :D

I think Cshop would be the way to go; It's stable, fast, easy to work with and it's got importers for Q3map and HL map files, It exports to .X properly and also to other engines like Torque. The X files I've expported from it show up perfectly ok in DX's Mview. It's only a matter of blending the 2 x files in Irrlicht.
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Post by vermeer »

I'd really advice the x route.

Cshop is not something every one has, and...remember: whenever you're supporting x, you'r supporting the multitexturing export of max's Panda, and many other packages: practically all export as X. Blender does, and I hope that surely after 2.37, we may have a version with multiple Uvs...As X export is there, surely it'd be an small detail to make it carry also wnd uv.

Cinema probably also support 2nd uv in its x files, maya , amtex and XSI.

It's an extremely expanded standard, way more than others...with the exception of OBJ or 3ds, but none of those support 2 uv channels.

I have already modelled a quick and dirty level :)

In this moments I'm doing *very* quick and dirty uvmapping of it, and...while in thios point I am not sure if is the way to go (where I have worked I never took in charge of level lightmaps, more than some fix) I am gonna use the "copy uv set" to copy uv set 1 into uv set 2. As is for a test...

The level itself is not a good level by any means...like my dwarf is neither a good model. But has what you need now to make the converter. I wanted to bang something really quick for you to have it.

I did in wings, just a hollowed primitive, with an stair, a tube with curved walls, roof and floor, cubic columns, several irregularities, a quick and dirty crypt, some window...mostly to provide..."geometry changes" so the lightmaps get different projections.

The uvs, I have made them the bad way, but are non overlapping, and non distorted. It's just I don't even have cared of proportional scaling, and will surely asign a basic brick texture or something, and to the 2nd uv channel, I 'll asign the tga generated by Giles, the lightmap. Let's see if i can upload tonight I have a temp place to upload, on of those free ones. If it goes wrong, I may upload then to your space, or some other I may find in the net.

A screenie :

http://img13.exs.cx/img13/4779/crappylevel7nl.jpg

back to that, I gotta make now a quick lightmapping with giles, and ready to upload :)

So u can work with the sample :)
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Post by afecelis »

looks nice Vermeer!

Well, I also agree going with the X format is the answer; the only problem would be loading the 2 .X files into Irrlicht. The problem is in the X format itself or Irrlicht not being able to load the 2 files? Lightmapping with X exportation possibilities would be great as long as you can load your stuff into the engine. Even Blender is considering a lightmapper at some point!!!!!

meanwhile Josh sent me the info regarding the csm file format; unfortunately, I don't understand a word!!!!! :cry:

http://www.danielpatton.com/afecelis/fi ... format.htm
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Post by vermeer »

Hi!


well, had my issues in giles-ultimate unwrap handling, but solved. Well, also, though purchased, hadnt really used yet giles....

-ooops.tga is just an slightly blue texture. Not even a real texture, as th ebase uv map is so bad...and anywa, that's not the very important point... So I made one that allows seeing better the lighting effects.

-lightmap.tga
-copy of lightmap.tga
-the x file. Already opened the thing in notepad and saw there says "fvf data" somewhere : it must have the 2 uv channel info, then :)

yup, reopened i Ultimate..it has em,both channels. Ready to go! :)

are at two intensities, as it depends on the type of multiply (*1, *2 *3) u use when overlaying the lightmap...is a coding thing, I think.

I know I did in giles with an special way maybe not supported by x, reason why it may look somwhat poorer, but it looks ok for a test: I meainly think this is just to check your code works and to help you in it. :)


* Just notice that: the model is crap, the texture is just a plain color tga, the UVs are terrible (1st is generated with automatic methos in Ultimate by me, 2nd channel, is the one that Gile[s] generates automatically on its own...)

the file :

click HERE and then dig for a link there where says "Download/show the hosted file"
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Post by vermeer »

heheheeeee


me laughs evil, compadre ;)


Cshop exports that way 'cause dbpro only loads that *cough* crappy way the x file lightmaps..the fact is that they load the geometry TWICE!! which I see it as a bit of bad for performance, as some advanced coders there told me some time ago....

cshop does the best it can for dbpro, with good reason.


BUT....x files with 2 UV channels in ONE file have been loaded since the monkeys populated earth... ;)

Max Panda exports not only those two, but uses dx9 x files to export way more, for multitexturing uv textures, also.

That way, a load of other 3d packages via the free x plugins,(maya, xsi, etc) export the 2nd uv channel in the x file.

Look, this is one x file, on only x file, having the second channel written in it... only that...the lightmap and the texture are to be linked in irrlicht, that's theonly thing, but done often with many other formats.

I made a test. I loaded the x file, and checked the 2 uvs were yet there..only I neede to asign the textures to the slots, but that's way easy in code, as I'm told. X file loaded in UU :

Image

realtime (one neat thing in giles: you work in realtime rendered thing, rotate it etc, is not like max renders ) Gile[s] viewport. Same scene, previous to export. As u see, there are loads of settings, I don't control it, is practically my first evening with it....I'll go learning. Unless I start lightmapping directly with XSI I have to see if xsi has also the 2 uv export in x.

Image

...I know...the level is crap...as is not a level,nor a room, is nothing...is a bunch of tris with automatic UVs, a quick banged thing to bring it to Murphy asap. Also didn't worth more for what is a sample for coding.

Oh, and finally I think I have put a not very good smooth groups, but what the heck, is a test....

Prueba con Max en tu curro, veras como exprota el panda bien el lighmpa en un x...

oops, sorry, tired to translate,,,is late at night here...
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Post by afecelis »

arrrrrghhhhhhhhhhhhhh!!!!!!!
grrrrrrrrrrrrrrrr!!!!!!

tearing my shirt apart!!!!!!!!!!!!!!!!!!! :twisted: :twisted: :twisted:

then cshop won't do the job???? pero vamos tio, que me parta un rayo !!!! :D

lol

those screens look awesome dude. I didn't know you could load x files and see them lightmapped in UU. Vermeer you gotta teach me how to blend the 2 files in unwrap3d, or send me a link to a tutorial.... dunno, something that brings m eout of this lightmap depression!!!!


:D :D :D
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Post by Murphy »

Grrrr. I had just written a long reply to both of you, and then IE locked up (been happening occasionally since I upgraded to XP SP2 :( ).

So, here's a much abridged version. Excuse me if it sounds a little downbeat, it's just my annoyance at losing my original post.

vermeer, thanks a lot! I took a peek in the .x and the second set of UV coords seem to be stored pretty much exactly as I expected. I believe there are actually a number of ways for them to be stored legally, and without more research, I don't know how to write code that would work with all of them -- but for ones like in your file, it should be pretty easy. This is good news.

What's holding me back now (I hadn't thought of this before) is the materials. Your .x file doesn't hold any references to the texture files (including the lightmap). This isn't a problem with your map since there's only the one texture and one lightmap (as you said, it'd be easy to do in code), but in order to write a converter that would work reasonably for more complex maps, it'd really need to be able to convert the texture references too. I think I know how to do that for materials with ONE texture, but not for materials with two textures (the lightmap). So... if you could find a way to have the .x reference the materials, that'd be great. It would help if there were more than one texture and more than one lightmap -- that should give me the info I need. It doesn't need to be pretty AT ALL. My thoughts are that you could do something like:
Create a copy of the map and rotate it and hook it to the other one in a simple way to make the map twice as big. Move the lights around a bit in the copy. The lightmap that gile[s] had generated is almost full, so hopefully this will make it create a second lightmap image (or maybe you can tell it what size you want them to be, and thus force it to use multiple images?). Then just do some simple texture assignments (i.e. set the columns to be different textures).

I'd try to do this myself, but, of course, don't have the tools.

The other thing holding me back is that I have so little experience with DirectX that it'll take me a while to figure out the best way to read the file, but it shouldn't be too hard.


In other news... afecelis, a CShop to MIM converter or a CShop loader shouldn't be too hard, but... I need a couple samples. Help me out here. :)
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Post by vermeer »

hey, man. Save this thread, u and others. May be useful. :D


"arrrrrghhhhhhhhhhhhhh!!!!!!!
grrrrrrrrrrrrrrrr!!!!!!

tearing my shirt apart!!!!!!!!!!!!!!!!!!! Twisted Evil Twisted Evil Twisted Evil"

LOL :D


"then cshop won't do the job???? pero vamos tio, que me parta un rayo !!!!"

Well...what i am digging now (after providing Murphy the sample so he can work on it) is a tool but...free (for the masses) that allows porting UV info, and able to copy uv channel1 into a new uv channel 2. Or just any tool having two uv channels, but free.

"those screens look awesome dude."

Thankyou ....I...just learning the very first Gile[s] steps now...It's just a 256x256 lightmap...I was yesterday a bit sleepy when I got to it...longer maps are longer rendering waits, lol..it can do 4096x4096 lightmaps...quite more than deled's Lite version (16x16) ...I know, it's free.

I had some values that i tweaked too much an make the shadows alost dissapear, wasn't my plan, but was not gonna wait other several minutes to make another lightmap calculation, though it was good to go. In Gile[s], I can do coloured lights, all sort of GI settings, even paint over, a load of stuff. It's fantastic.


" I didn't know you could load x files and see them lightmapped in UU. "


Yup...actually is just as "realtime" as Giles viewport. Is an opengl viewer that also allows bump, reflectivity , opacity and cube maps display in real time open gl :D Often depend in what ur card can do , lol...

"Vermeer you gotta teach me how to blend the 2 files in unwrap3d, or send "

WAIT...u have UU and ur buying cshop?? Man, do like me...use Wings3d, or Gmax, or Metasequoia, or use all if u wish, I go porting meshes here and there, even sometimes I use milkshape for some fixes- Then, import into Ultimate...there, u can generate the UVs for "UVset 1" , also click on the "2" button, there in the toolbar , so u'll be in an empty uv space, where u can: generate new uvs for that channel, (automatic uvs(don't make coicindets uvs for lightmaps..!) or traditional manual ones) , or simply copy uvs from standard channel 1, to channel2 ("2d tools/copy uv sets" menu)

Once u have ur 2 uv channels, the material. Sure u know bout create a material, and asign it to all, or to a selection of faces. Sure u know how to select in 3d, or in uv editor, faces or verts, grow/shrink selection (+, - keys, like in wings, u try and test in both uv editor and 3d view, u have different interesting grow selection results, quite useful while mapping) Well, UU is like wings, so powerful I'd need write a book to explain... but well, u create u'r material, asign to sleected faces...

Now u need to..set a material different than standard "bitmap"

to create a material , rightclick in right pane over "materials" , "add" .Double click in new material , or righ click , properties...press "maps" tab...in diffusse, as in all slots says "none" , choose there "composite" , hit the properties button that is besides...There. U now select th etexture bitmap fo rbase texture. U see it says UV SET 1...bellow of thos efields...and multiply, 1X...leave there so.... much bellow, the button for light/detail map (it also says detail as some ppl use just this for multitexturing...UU should have mor euv channels, like max, but hey, its 40$, and dunno any of that price doing so..) there, u ensure uv set 2 is set before u choose a lightmap bitmap...
multiply...and what I'm not sure...is if...well, I know it must be "multiply" but dunno if 1x, 2x, 4x...of course, it brightens a load the texture...these stuff is not ported in X files, I mean, the linking of material, but I am told in every engine this is really easy to add in a loader or converter, or just internally in the engine...Murphy only needs respect to this, I suspect, to link to the uv 1 channel, the provided base(difusse map) texture, and to channel2 the provided tga lightmap..or whatever the bitmap format.

Well, as was saying...there u'll choose the lightmap tga generated by giles or whatever.

Now, if u select in view, in 3d view I mean, textured/smooth, u'll see itperfectly...only thing, issue, is ...UU has a weak point..does not handle well smooth groups, nor autosmooth...rebuild sooth groups is not something easily done code wise, but yep an autosmooth value, which is what generally I do, as I model so that all is seen nice with that value, usually I don't care, and just a 60º rocks for every geometry, even I add some tris if in a hurry...XD I think with certain settings it wont kill the already existing smoothing info, but gotta dig it a bit better.

Now, if u export the file from UU, u have 3 options, that I know, to export the 2 UVs : ASE, X, b3d. The 3 have an export setting un marked by default: "export several uv sets". Mark it. Export the x file, give it to the coder with base texture, and the lightmap tga, png or whatever.

"me a link to a tutorial.... dunno, something that brings m eout of this lightmap depression!!!! "

I'd recomend u jamón serrano, of the two types of jamón. Is quite better for depression than solving lightmaps....XD

There, a quite complete tutorial bout this in uu...I mean have done some mistake or ...miss. is as I am making it mentally, but ur quite clever to guess stuff with what already is said :)

Oh, Giles generates it's own uv set...but I think...yep, I think the b3d export format in gile s(I have the b3d format installed as plugin in UU) respects the 1st and 2nd uv channels . or I did other stuff to have it back the giles in 2nd, and standard in 1, not like giles x export, that seems to just export the uv2 one, and in uv 1...erm...checked now. Definitely, just used the B3d format to export from giles...hmm...being as freaky as I am would like to swap uvs as i used to do in job witha maxscript, but now with uu....

YAY...found the way. Export/UVs in File menu of UU. Man, is the only one to work between DIFFERENT files and diferent uv sets. Copy uv sets works betwen the 2 uv sets as full thing...copy/paste UVs works if u want only reuse a part of the uv work in the other set (can come handy) ...but weren't working once u opened other file and tried to paste UVs....so...heheheeheee...export UVs is since eons...previous to ultimate unwrap -old times of Lith- ...probably wasnt same extension...the workflow is this... u position ur self in the set i want (toolbar button "1", or "2") the file/export/uv. create so a *.buv file. Remember what it export is PER SET, that was my issue till I noticed. If ur in a set, will export just that set. Same for import, if u wanna have on este with certain uvmapping, u put ur self in that set, to replace it with whatever u exported in a biv file. U can have how many buv u want...only, mesh vertices and order must be unchanged, but as long as u don't do weld or modelling operations, ur safe. So, this way u can build a 2 uv set file from programs that only export one UV. IE: u can export in 2 rounds from blender. U make an uv set in channel 1, export as x or OBJ, and then do mapping again, epxort as other file...and then do the UU game I told u and u end with a single x file with two uv mappings. Of course, I'd prefer UU for the UVs, but hey. With deled, u could do this way, surely.


Sure I'm forgetting something..i always forget something...well...
Finally making games again!
http://www.konekogames.com
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