i have a strange thing here, with a "new" technique to uvmap a model that i "invented" and tested with the xw i'm mapping
i'll explain the problem with an example:
i have done this 128*128 texture:
as you can see there is more than one element in the same texture but i haven't unwrapped the model, i will do it manually
i will map with a portion of this texture the engines fan, that i have highlighted in this image:
for those who don't use truespace, the menu on the right of the material editor (first image) lets you edit the u/v repetitions and the u/v ofsset. With these parameters you can select specific parts of a texture, and you will see on the left icon, that is the "map preview", the portion of the texture you are going to map with:
since i regullary subdivided the texture it was easy to select the correct portion, now i have only to aplly the map:
pretty simple and very very useful, isn't it?........
NOT EXACTLY!!i converted the model (with cob2fs2) and here is the result:
as you can see the conversion changed the offset of the map
...i thought...maybe its the cob2fs2, i said, i should try with PCS....
result: "fatal error: stack overflow protection was engaged, conversion aborted after GenerateBSP reached depth of 1000 recursion" (btw..what does it means?)
the strange point is that not all the maps are distorted after conversion..after some checks i noticed that ALL the vertical offsets are distorted, while ALL the horizontal offsets are correct, like if cob2fs2 isn't able to convert this kind of data....and i can't check if pcs did it instead, since it doesn't work for this model.....
damn!!!!
i still can make it, i can work on the uvmaps sizes and coordinations manually instead of working over the mapping parameters...it isnt difficult but it would be very very....annoying
anyone has some suggestions? consider that this way to "unwrap" a model may be, in my opinion, very very useful, under certain conditions