Ok, I've got the shader setup. But I'm getting some weird output, which I believe is the second set of UV coords.
I've had a look in the collada file and there does seem to be a second set of UV coords as you would expect. But they are mapped onto channel 3.
Code:
<source id="Plane01-mesh-map-channel1">
<float_array id="Plane01-mesh-map-channel1-array" count="264"> blaaaah </float_array>
<technique_common>
<accessor source="#Plane01-mesh-map-channel1-array" count="88" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Plane01-mesh-map-channel3">
<float_array id="Plane01-mesh-map-channel3-array" count="648"> blaaah </float_array>
<technique_common>
<accessor source="#Plane01-mesh-map-channel3-array" count="216" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
Obviously the blaaaah's are a long list of UV float coordinates.
I'm just wondering, how does colladaconv assign UV coords? Will it just map the first two channels? I'll have a bit of time to look at the source tommorow. But if the easy fix is for me to just assign the lightmap texture to channel 2 in max rather than channel 3, I'll do that