Hi Gildor - thanks for your help and quick reply! Great software
I still don't understand how it isn't a umodel bug if the viewer displays the model wrong. I am pretty new to this, so sorry if I don't understand right away.
Some additional information: the UV islands overlap each other and there is only one material on the mesh (and one uv set).
Maybe they are doing something special to filter the UVs for either (textures: RimDiffuse, RimNormal, RimRGB) or (textures: TireDiffuse, TireNormal).
I can't figure out why they didn't just use two materials.
Here are the mat and props.txt - I don't see anything about scales though.
Diffuse=Wheel_Yuzo_D
Normal=Wheel_Yuzo_N
ScalarParameterValues[0] = {}
TextureParameterValues[5] =
{
TextureParameterValues[0] =
{
ParameterName = RimDiffuse
ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_D'
ParameterInfo =
}
TextureParameterValues[1] =
{
ParameterName = RimNormal
ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_N'
ParameterInfo =
}
TextureParameterValues[2] =
{
ParameterName = RimRGB
ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_rgb'
ParameterInfo =
}
TextureParameterValues[3] =
{
ParameterName = TireDiffuse
ParameterValue = Texture2D'wheel_yuzo.Rubber_01_nonpaint_D'
ParameterInfo =
}
TextureParameterValues[4] =
{
ParameterName = TireNormal
ParameterValue = Texture2D'wheel_yuzo.Rubber_01_nonpaint_N'
ParameterInfo =
}
}
VectorParameterValues[1] =
{
VectorParameterValues[0] =
{
ParameterName = CustomColor
ParameterValue =
{
R = 0.397775
G = 0.384295
B = 0.32086
A = 1
}
ParameterInfo =
}
}
Parent = None
BasePropertyOverrides =
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None