   Lightmaps, Different # of UVs, sadness
  ARGH! I''m trying to create some models for my game (for HOURS) without success. The problem aren''t my low modelling skills but rather the concept in general:Each model should have two textures (colormap+lightmap) and two sets of texture coordinates (one for each map). These two texcoord sets sould of course have the same number of elements so that I can use multitexturing to draw the model.BUT THAT SEEMS TO BE IMPOSSIBLE!!! Everytime I change something in the UVs of my model, the number of TextureVertices (3dsMax) changes. For example if I use max''s render to texture function, the number of texcoords gets almost twice as heigh.So how can I draw such a model?The only solution I can see at the moment is to draw the model twice, first the one with the colormap than the one with the lightmap, whereby the last one has 50% transparency.But imho this approach sucks....HELP! PLEASE! 
  Ah yes, that''s a frequently asked question. 3DSMax stores vertex and texture coordinates in a way 3D hardware doesn''t understand: it essentially uses a separate index array for each coordinate type. So you have a vertex pool, and its vertex index array. You have a separate texture coordinate pool for each texture channel, and again, a texcoord index array per channel. And so on. This approach makes internal data management easier for the modelling application, but is incompatible with current 3D hardware.Both OpenGL and D3D expect a single index array, that points into a vertex and multiple texcoord pools at the same time. To achieve this, you have to remap the vertex and texture coordinates supplied by Max, so that everything gets indexed by a single array.;  Hurray!That sounds easy! ;-)Nevertheless thanks for clearifying things for me. ;  Is that possible with max? Is there a way to set up the render-to-texture-function in a way that it does NOT generate any extra vertices? Or do I have to do that somehow by hand? (-> do UV mapping for EVERY triangle 8-0 ) ??I''ve tested render to texture on a torus... everytime I used it the vertex count increased (288, 912, 1460...). That''s crazy! ;  Allright, the last one:Is it even possible to have the same number of texcoords for the color-map AND the light-map?(=is it 3dsMax'' fault, or ist it generally impossible?) ;  Maybe there ere some tools/apps out there that could do something like this??(I''ve got the free mayaPLE version somewhere around...)? ;  No, you can''t really prevent Max from doing this, it''s the way it internally manages the data. There is only one workable solution to that problem: you have to remap the data yourself. That''s pretty easy, actually. All you need to do, is to duplicate the appropriate vertex data in such a way, that eventually everything can be uniquely indexed by a single array. If you don''t want to do it yourself, have a look at Flexporter (Google for it). It is a free exporter plugin, and it supports mesh consolidation. IIRC, that includes the remapping onto a single index array.;  I had no luck with flexporter... maybe this app could help?DeepUVhttp://www.righthemisphere.com/products/duv/features.htm 