Interesting information guys. Too advanced for me though.
For my purposes, if we could focus on the skins part it would be most useful.
From what i read on the wiki the statement about not being able to export multiple meshes in a single ASE seems incorrect. In fact it seems that it's required to get multiple materials working.
And since ASE can do it i wonder why LWO cannot...
But a practical question for me is how to do skins. I just looked at it a bit more and it looks like one can just replace every material used with a new one. But in that case how about if you tweaked a UV map... one UV fits all textures? I assume one should just make different versions of the same model if anything special is done in the UV mapping stage? And don't bother about skins? Or... is it possible to change the model also or supply a seperate uv map... questions questions...
I only worked with skins briefly and that was some time ago, so my memory is rusty but afaik skins have nothing to do with multiple meshes, skins only replace a material name/link for another.
About what i said about ASE, i pretty much only work with LWO and MD5 exclusively, so i could be indeed wrong about it, but i did made some ASE models in the past and unless idtech 4 treats 3DS Max ASE exported files differently, as the ones exported by my Modo ASE plugin (is possible), the ASE file should be a single model ingame and in DR, having said that, lwo and ASE indeed support multiple meshs/layers, but afaik idtech 4 does not, when you export your mesh for this engine, all of your geometry needs to be on a single layer, and i mean even if your model is made of separate objects, you need to put them all in a single layer, in blender parlor you need to combine them, for TDM for example this means, the visible object, the collision mesh hull and the shadow mesh, need to be grouped into a single layer/ object, you can only differentiate surfaces in the engine by material id's, this means a single model can have multiple different materials on it, but like Judith said be carefully with that.
About UV's, idtech 4 require's a single non overlapping UV map per mesh, so no second UV layer, that doesn't mean you can't blend textures in a single mesh in idtech 4, for that you use vertex weight painting AND OR different material stages.
I hope what i'm saying is clear.
Edited by HMart, 04 December 2017 - 02:09 PM.