LightMap... please help!
LightMap... please help!
Hi,
anyone know how get lightmap on a .x model?
anyone know how get lightmap on a .x model?
Well...
Do you want dynamic self-shadowing on a moving/animating object?
Do you want simple 'baked-in' lights for this object dependant on the lights around this object in the world (and the lights don't change...)?
Do you want to just bake some shadows in using a 3D package...and then place this object in the world knowing full well that the lightmap isn't going to be really accurate?
Do you want to draw your own lightmap?
Do you just want to know how to set up the multi-texturing in IrrLicht?
So, to be honest, your question is a bit vauge. Some details to put your question into perspective might be useful.
Do you want dynamic self-shadowing on a moving/animating object?
Do you want simple 'baked-in' lights for this object dependant on the lights around this object in the world (and the lights don't change...)?
Do you want to just bake some shadows in using a 3D package...and then place this object in the world knowing full well that the lightmap isn't going to be really accurate?
Do you want to draw your own lightmap?
Do you just want to know how to set up the multi-texturing in IrrLicht?
So, to be honest, your question is a bit vauge. Some details to put your question into perspective might be useful.
"Build a man a fire and he'll be warm for the evening. Set a man on fire and he'll be warm for the rest of his life." -unknown
second uv channel , with the tga baked lighting and shadows assigned to it. Export with panda exporter, it allows it.(even old dx8 files, at least two channels) If you use Max.(in Max, u need to know how to set it up in material editor.And need to make a render to baked texture. if with radiosity, better)
Without it, more proble, Ultimate Unwrap supports it, but it does not generate the lightmaps, the actual tgas.
For that... Maybe free Fsrad. But I could not make it work.
Without it, more proble, Ultimate Unwrap supports it, but it does not generate the lightmaps, the actual tgas.
For that... Maybe free Fsrad. But I could not make it work.
I am not a coder...
But panda exporter for 3ds Max 6 does support 2 and more uv channels (more if used dx9 type of export, not sure...)
yep, they mention in the site, at least the plugin for Max 6.
I used Max at work...and discreet have a nice full max6 trial with cs 4.2 included...
I am learning slowly Blender(2.32 now)...and hoping it gets a pair of features (x export full is getting there...) In the meantime, Character fx more or less does the job.
But panda exporter for 3ds Max 6 does support 2 and more uv channels (more if used dx9 type of export, not sure...)
yep, they mention in the site, at least the plugin for Max 6.
I used Max at work...and discreet have a nice full max6 trial with cs 4.2 included...
I am learning slowly Blender(2.32 now)...and hoping it gets a pair of features (x export full is getting there...) In the meantime, Character fx more or less does the job.
Anyway...laughs allowed, but I'm an oil painter too...if I get too much problems at the moment I wanna do lightmaps, and got no way to generate that silly tga, I'll use my 3d painter to produce a litghting baked stuff, load in the lightmap slot in Ultimate Unwrap, assign it too the available uv channel 2 , and bang, will have even shadows as I would paint em in one of my pictures... hehe.
after all, is just that. The mistery in all this is the light generation. I can "generate" it by hand, and could be a very curious test...so much comercial tools for that out there and I hadn't thought in a silly trick like this...maybe curious..very curious...
The techy thing is only that: 2 uv channels, a tga with each(one of them in greyscales...). That's all. And of course, that the engine can eat that.
The same as in certain project used vertex colors for extra lighting detail...this could be done...and I think the radiosity renderer takes even more time than me painting..
Dunno, I'm crazy...
btw, if i do it, I'll give a shout here for if anyone wanna test it....
heck, that'd remove my need of using one of those so limited editors for geometry ... It'd be really nice...an x file... ultimate unwrap...and my wacom...hehe.
Too much coffe today...
after all, is just that. The mistery in all this is the light generation. I can "generate" it by hand, and could be a very curious test...so much comercial tools for that out there and I hadn't thought in a silly trick like this...maybe curious..very curious...
The techy thing is only that: 2 uv channels, a tga with each(one of them in greyscales...). That's all. And of course, that the engine can eat that.
The same as in certain project used vertex colors for extra lighting detail...this could be done...and I think the radiosity renderer takes even more time than me painting..
Dunno, I'm crazy...
btw, if i do it, I'll give a shout here for if anyone wanna test it....
heck, that'd remove my need of using one of those so limited editors for geometry ... It'd be really nice...an x file... ultimate unwrap...and my wacom...hehe.
Too much coffe today...
sorry to break your dream but irrlicht does nt support second uv channel for mesh...
so the only thing you can have is a texture and multitextureit with a second texture (shadow) but the second texture MUST use the first uv set.
i hope niko will change that....
so the only thing you can have is a texture and multitextureit with a second texture (shadow) but the second texture MUST use the first uv set.
i hope niko will change that....
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Sans danger, pas de gloire...
http;//bappy.free.fr
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Sans danger, pas de gloire...
http;//bappy.free.fr
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