
So what exactly does this Map Channel do?
Moderators: Winterhawk99, Mermut, Bannor Bloodfist

I'm only using one texture on the meshes - but what I found interesting was the way that changing the map channel seemed to resolve any texture seams that were appearing where two objects (meshes) met.Christopher wrote:NWN only supports on channel on meshes. The only way we get around that is alpha textures, or environment textures. That's a fast answer, but basically correct as far as I know.
This would not be the case. As you said yourself NWN does not allow for multiple textures on a single mesh. Therefore, there would be no reason to save map channel information in the model file.Chandigar wrote:Now, what might have happened is that someone may have built a model using map channels, then broke it up at the end before exporting to NWN. In this case, the channel info may be saved along with the mesh. I assume you imported someone else's models instead of creating your own from scratch? This might be a carryover problem from that.
oh, I assumed pstemarie changed the map channels in the .mdl file and not in gmax. I seem to remember a couple material based vestigial bits in the .mdl file that aren't used in game though... and a lot of the 2da's etc have entries that are no longer in use so its not impossible to imagine a map channel bit in the mdl file thats no longer in use.Michael DarkAngel wrote:This would not be the case. As you said yourself NWN does not allow for multiple textures on a single mesh. Therefore, there would be no reason to save map channel information in the model file.
I could see this happening if it were a saved max file, but not an imported NWN mdl file.