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[CS:GO] Anyone ever get Valve's latest "2nd UV Set for Decal" feature to work for props?

  • kinggambit
  • December 11, 2016 at 7:58 AM
  • kinggambit
    • December 11, 2016 at 7:58 AM
    • #1

    Link to valve's blog post on it: http://blog.counter-strike.net/workshop/maps.php#uv_set

    I've attempted to get it to work a few times in the past but no success. I have a basic understanding of uv channels but I've got no idea how the decal textures are being applied to various locations of the mesh for multiple props still.

  • Pivac
    • December 11, 2016 at 11:29 AM
    • #2

    I did get it to work, example:

    [Blocked Image: http://i.imgur.com/97PjLrL.jpg]

    These are created in Blender, what are you using? I'd assume principles are similar even if it's different software.

  • kinggambit
    • December 11, 2016 at 9:21 PM
    • #3
    Quote from Pivac

    9 hours ago, Pivac said: These are created in Blender, what are you using? I'd assume principles are similar even if it's different software.

    using 3ds max. I dont understand how uv channels work. :(

    Made an example using valve's nuke crates. Would the image below be a correct representation of how a uv shell should be applied in the 2nd uv channel? (because doesnt seem like it is since the 2 other nuclear hazard symbols would be in the same uv shell as well)

    [Blocked Image: http://i.imgur.com/qFvTkue.png]

  • Pivac
    • December 11, 2016 at 11:31 PM
    • #4

    I think you have the right idea, though that model probably has some additional subdivisions, like this:

    [Blocked Image: http://i.imgur.com/bSLdY54.jpg]


    Then in UV channel 2 you would only position that single face over chosen decal in decal texture, like this:

    [Blocked Image: http://i.imgur.com/yLFo1o6.jpg]


    I simply squeeze other unused face UVs somewhere in the corner since these parts of decal texture are transparent anyway.

  • kinggambit
    • December 12, 2016 at 2:27 AM
    • #5

    Good to know!

    FYI 3ds max folks, Shawn Olson added FBX support for Wallworm recently! I guess it was more difficult to do without WW pampering us :D


    Quote

    Quote When you create a WWMT Helper, select the helper, open the Modify Tab in the command panel and scroll down to the Export QC & Model button. You'll see some checkoxes. Among them is Use FBX (only some mods)[/b]. Check that option and re-export the model. Now it will make a FBX file instead of SMD and it will use that in the QC.Note that I didn't add this to the WWMT main UI, just in the modify tab. If you don't see it, it means you need to update WW.And just so people know who read this: this feature is only available in latest WW AND only works in CS:GO.

    edit: some other instructions to get it to work when using 3ds max/wall worm are mentioned in this thread: https://www.wallworm.net/index.php?topic=1972.0

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