OK,

Pablo gave me http://delcorp.org/~caedes/character2uv/ and sueastside showed 
me also the same (thanks and thanks). Will message here if I get a problem 
using them :)

On Sunday 23 Sep 2007, Genjix wrote:
> Hi!
>
> So now I have blender exporting my second uv layer as
>
>             <renderbuffer name="other" components="2" type="float">
>                 <e c0="0" c1="-1" />
>                 ...
>             </renderbuffer>
>
> How exactly can I modify the shader
>
>     <material name="rabbit">
>       <shader type="ambient">character2</shader>
>       <shader type="ppl">character_bump2</shader>
>       <shadervar name="tex diffuse" type="texture">rabbit</shadervar>
>       <shadervar name="tex normal" type="texture">plain.nor</shadervar>
>       <shadervar name="specular" type="vector4">0.5, 0.5, 0.5,
> 0.1</shadervar> </material>
>
> for this to use the second uv set for the normalmap instead of the usual
> one?
>
> Thank you!
>
> On Friday 21 Sep 2007, res wrote:
> >  Sure, but you'd need a custom shader (one that doesn't use the normal
> > TCs for the normal map).
> >
> >  Or redo your texture mapping... the "more space for more detail" isn't
> > that relevant for normal maps; they don't have to have the same density
> > everywhere (but obviously you'll also get less normal mapping detail in
> > the lower density mapping). The mirroring is the bigger issue.
> >
> >  But there are also workarounds for mirroring. I think duplicating the
> > vertices on a split border are one way ... tho not sure. Google a bit
> > around.
> >
> >  -f.r.
> >
> > > ----- Ursprüngliche Nachricht -----
> > > Von: Amir Taaki
> > > Gesendet: 21.09.07 00:59 Uhr
> > > An: CS developers and users list
> > > Betreff: [CsMain] second uv set for normalmaps
> > >
> > > Hello,
> > >
> > > I have a mesh which is making very optimised usage of texture space.
> > > Also certain polygons get more space where more detail is needed
> > > meaning that 2
> > > polygons of equal size don't necessarily get the same amount of space
> > > on the
> > > uv map. Another quirk is that mirrored uvs are used.
> > >
> > > This is all very bad for normalmaps. Is it possible to specify a second
> > > uv set
> > > with optimised fair uvs to use for my normalmap like what is done with
> > > lightmaps?
> > >
> > > Thanks.
> > >
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