   3DSMax 8, render to texture and UVWs
  Hello everyone,I hope this is the right forum for my question. If it isn't, please feel free to move it to a more suitable forum.Ok, here it comes:I'm currently trying out different lighting/shadowing methods for my engine. One thing I'd like to get working is to create lightmaps via 3DSMax 8 (with the render to texture option) and use those in my engine.I've already got the lightmap creation up and running - works perfectly.What I want to do next is where I'm totally stuck:I want to write a MAXScript, that loops through all of the vertices within the scene, and writes the automatically created flattened UVs (meaning: the texcoords for the corresponding lightmap) to a file.The problem now is, that I don't have any idea on where to start.The MAXScript help doesn't really help me, as for I didn't even find out yet, how I can access those flattened UVs.Could anyone please give me a few hints, on how I would start writing such a script, and where the flattened UVs are stored, and how I can access them?Thanks for any comments in advanceGreetsChrisEdit:I've just took notice, that you can save your lightmap coordinates as an .uvw file - does anyone maybe know the file format for such .uvw files? Maybe I could use those, but Google isn't very helpful regarding that :/[Edited by - Hydrael on May 13, 2006 11:49:01 AM]
  Hi,I currently generate my radiosity maps the same way.The way I do it is to export 2 .3ds files - one for the diffuse uvw's and another for the radiosity uvw's.  Recombining these in the engine.One problem I did run into is that due to problems with shared vertices, all the vertices in the object have to be broken - ie. no triangle strips, but it's definitely quicker than writing your own max exporter.