I made an application that can replay multiplayer games (live works too), but obviously it's very basic: I'm only showing the spartans walk around with 7 animations so far: move rifle left/right/forward/backward/idle and aim move/still.
That's the background story, now here's my problem:
I'd like to have lighting on my map, but the 3d engine that I am using (away3d) requires lightmaps per material (
http://away3d.com/forum/viewthread/2887/).
I'm extracting the map with HEK+ and Aether and Aether does indeed split lightmap export, but not based on the material, but based on something else.
My understanding is that I need to add the uv channel of mapname_Lightmap.obj as a second UV channel to mapname,obj in 3dsmax.
I want to know if that is even possible, since the several meshes in mapname_Lightmap.obj attached to each other would need to be the same as the mesh as the mesh in mapname.obj, right?
What about the vertices that need to be melted when being attached?
I saw that I can use the unwrapUvMap modifier and then save the uv data. I can go into the second UV channel in my other 3dsmax project and load it there without error, but what about the lightmap pictures? How do I reference them and I still would not have lightmaps per material.
Is there maybe a better suited tool for this task than Aether?