I want to make a road as a static object. I have one material and two uvmap (asphalt and another for road paint). In blender it's like this. But in game It's like the road paint slot use the uvmap for the asphalt. I tryed with slot 1 and 2 but it's still do the same thing
Why you use 2 UVMaps? Slot1 road_lines The first UV (in order of appearance) will be used for diffuse textures. The second UV (still in order of appearance) will be used for 'Overlay' and some other 'Advanced' texture maps. You just have the UV you want to use in the wrong order. I don't recall you can change the order of the UV in Blender, you should delete the one you don't use (Slot1) so that 'road_lines' shows first.
I tried with a simpler object but it still doesn't work. I can't use just one UVmap because the asphalt texture will be stretched. If I really can't do this, I will use face just above the road but I wanted to avoid this.
The thing is.. You have no reason to use 4 different UV layouts? Did you made one for each face? If yes, you are doing it very wrong. Each face can have it's own different UVMapping being all in one single UV Layout
No. I use the UVMap0 for the base texture and the UVMap[1:3] are decals on top of each other. The object test if the right uvmap is used with the right texture. If you don't see the numbers in diagonal them all slot use the first UVmap0. What I want is the texture[3] use UVMap3 for instance.
If I understand correctly, you want the same face to have 4 different UV, and be able to assign each UV a different texture? You can't do that. T3D will allow you to use only 2 UV maximum in a single object. The first UV is the base one, used for Diffuse/Normal/Specular textures. The second UV is the one used for Advanced Textures like the 'Overlay' map.