Can anyone confirm that this works? I got a model with a multi-sub object. Both materials show up in gtkradiant but the uvw mapping of my model seems fucked up. The textures do show up though.
Ase & Multi-Subobject?
what gtkradiant are u using? i had this UVW prob also with some ver. of gtk… the good thing was that after compiling the model showed up correctly in game.
Ah, that’s good news
I’m using 1.2.11 on my laptop since it was a pain to get it to work on my workpc. So I kind of did not want to upgrade here. But I’ll compile it and check it in my map. Thx for the reply pazur.
Sadly enough it aint that
I checked the ASE file in Unrealed and used the very same textures and there the alignment works perfect.
This is the shader I’m using, and it is defined in the shaderlist.txt
If needed I’m willing to post the ase file as well.
models/lights/streetlight_body
{
q3map_nonplanar
q3map_forcemeta
q3map_clipmodel
q3map_splotchfix
qer_editorimage models/mapobjects/lights/streetlight_body.tga
{
map models/mapobjects/lights/streetlight_body.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
models/lights/streetlight_light
{
q3map_nonplanar
q3map_forcemeta
q3map_clipmodel
q3map_splotchfix
qer_editorimage models/mapobjects/lights/streetlight_light.tga
{
map models/mapobjects/lights/streetlight_light.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
hmm. my model had 3 objects and 3 textures. i had also once wrong uvw’s when i detached some polys from an object and attached it to another object. then one object had 2 textures…in max this showed correctly but not in gtk. i solved this by making 2 objects
Ah ok, so I basically should make it 2 objects in max, unwrap em seperately and then export to ase?
i would export them into one ase. 2 objects with 1 texture on each(so 2 tex) should be ok.
i bet ydnar would say that this should not be done because a model with 2 textures needs longer to render in the engine 
here is the thread saying that more tex need longer to render
http://www.splashdamage.com/forums/viewtopic.php?t=1184
Normally I wouldn’t be using 2 textures, but since it is as streetlight I need a texture that works like a normal texture, and a shader for the “light” part of the streetlight.
I got it working
Appearantly if I made 2 different objects it still refused to work with my multisubobject, so I redid it and used 2 seperate materials instead of 2 materials in a multisubobject, and now the mapping is correct 
Thx a lot for the help.
cool
yea. i had also seperate materials. seems that the simpler the uvw mapping is the more likely it will export correctly and show in gtk and after compile