UV mapping and other textures in viewport

I have put a UV map on a mesh I am using and I would like to get a rusty texture placed over it for use with the game engine. I have achieved the look I want when I render the image, but when I am in 3d view and the viewport shading is changed to texture, only the UV map appears. This means the rusty texture won’t appear in the game engine. How can I stack the UV mapped image with a texture so it appears in the viewport as well?

Thanks ahead of time!

Hi.

You do not mention which texture display mode is active, ie single/multi or GLSL.

If you wish to add more than one texture to an object. Add the texture to the same texture stack, and use the “Add” mix type to allow the texture to show as an overlay.
You can also cut back the amount of colour in added textures, and use alpha blending to make “holes”, that the previous texture, will show through.

I’ll scan for a multi-texture tutorial/thread for you.

Regards.

Cig.

http://www.google.co.uk/url?sa=t&rct=j&q=blender%20game%20multiple%20uv%20images&source=web&cd=5&ved=0CD4QFjAE&url=http%3A%2F%2Fcgcookie.com%2Fblender%2F2011%2F09%2F14%2Ftip-using-multiple-uv-coordinates%2F&ei=N2TfTry2GaX54QSVlKngBg&usg=AFQjCNFyhqRDaQIaLOTbJyQd7NB-VSBeEg

I was in multi-texture mode before which didn’t have any effect on the viewport in the game engine. When its in GLSL it maps the first texture in the stack covers the entire mesh, and when the blend is changed to something like add or overlay, it just causes the texture to fade into the normal gray mesh, completely ignoring the UV map I have on the mesh. I’m not worried about how the render shows up, I’m focusing on how it appears when in the game engine. The textures were already in the same stack which is how I achieved the results I wanted in renders, but they didn’t help me when I was in the game engine.

Sorry I can’t give you one of my objects as a reference, (I cannot upload on this current network, but once I am relocated, my own connection will be available).

I have a character, that uses:

1 UV Normal Map COLOUR OFF, (add). Slot 1 ; normal 0.8

1 UV Normal Map COLOUR OFF, (add). Slot 2 ; normal 0.2

1 Texture map COLOUR for skin and clothing , (mix)

Each image map at some time, has been loaded into the UV editor, then the texture map, (colour), has been reloaded last, to make the colour map predominants.

All UV textures are also set to UV and flat.

ALL my UV textures and Normal Maps, show up correctly in the Blender 3D view, and when the Game Engine is active.

I’m using GLSL not Multi-texture though.

“Add” also depends on the texture order, in the stack.

If someone else could give you an example object, (hint, hint), great!

I’ll try to get an example object to you, but it may take a while, as I am in the middle of relocating and will have to commandeer my cuz’s machine.

Regards again.

Cig.