ah, its like this. The .obj models look the best, and can work with quads so it makes mapping alot easier. Everything is perfect as far as .obj goes. I got a reply back from Brad Bolthouse (UU developer) and he says this:
Yes, this is due to the DirectX file format. Vertices and UVs are paired,
so if there are multiple UVs per vertex,
this vertex must be duplicated for each UV point.
Also, your model has quads. Most DirectX importers will triangulate your
model, so the face
count also increased due to triangulation on import.
The only way to avoid this, is to not export as DirectX. A better format
would be Wavefront OBJ,
as it's entirely indexed, so it doesn't duplicate vertices.
Regards,
Brad Bolthouse
which is not entirely true. We went thru this a while back with welding verts, in fact, I wrote some code to weld verts for terrain objects a while back that solved this problem. I guess I'll have to see if I can modify it to work with all models.
As for LithUnwrap, I believe thats the precursor to Ultimate Unwrap. It sure would be nice if DBPro could import .obj. .3ds and .mdl have the same problems.
Going to keep looking for a solution.
ok, yeah, there is NO way around this at all. And this, to me, is a serious limitation of the .x format. Since uv's are paired to vertices, and if you "weld" the model and only index the minimum verts you need, all the mapping for the duplicate verts are ignored. So, I guess I just live with it. Sorry for all the trouble.