   UVW Autounwrapping problem
  Hello gamedev.net community!  Question for you...In a project I'm working on I have to make a lightmap for each of my levels.  So, the way the engine (Truevision 3D) exports/imports the lightmap is only if the lightmap is in a certain material slot as well as if the UVW map you have to apply to it for the lightmap is on channel 2.  Now, doesn't seem like a huge problem, but here's the deal.For each of my objects in the level I have either a UVW map or a UVW unwrap modifier attached.  So when I make my lightmap I must attach all of the objects and then bake the map.  Problem is when I attach all the objects I tell it to match the material id (this makes it so that the UVW maps/unwraps will still be on the objects, even through the modifier stack is collapsed to 1 editable poly) it requires me to obviously have a map of some sort on the object (under UVW channel 2).  So I decide to do the automatic UVW unwrap that the render to texture form comes with and place it under channel 2.  Good news is it exports/imports correctly with the textures.  Bad news is all the objects that had a UVW unwrap on them now show up very distorted.  Some of my objects also require an unwrap on them because a map wouldn't be precise enough.  If this is sort of confusing then I can understand, but any help at all is appreciated.  Sorry for the possible confusion...Thanks!   
  Whoops, sorry about this.  Got it fixed!  Haha, moderator, please delete this post...   