free compiler with lightmaps?
this I dont know if I remember well (I have used slim shady) , but you can also export as x file, or use all the time the x file. If you already imported as 3ds and x...it means you just plainly can use the x file...Which is a format that Irrlicht can directly read (sometimes u need to resave in mview) ...so...don't see the need of saving to b3d.
The only lightmapper I know that supports b3d and is free is slim shady..I think it's based in yal, and...I think is more or less the same than LMTOOLS, that already a coder has made the effort to code a loader for it...
So, can't see more reasons for it...other than give b3d engine users a flow they are more familiar with.
[ A true advantage I see in b3d is not related with this...is that it allows multitexturing (but this would be off topic) of many more channels than x files. (dx8 x files, I mean, as dx9 ones do allow a lot more. but may be less compatible (the key idea here: loads of packages exporting as x. Very few that export b3d.) than dx8 x files. ) ]
As an example: I am a registered user of Gile[s] But i keep doing all the mesh and uv channels work with x, while I (I have ultimate Unwrap) coulduse b3d format. But the key is that an artist needs often to make the mesh flow among many tools, and engines also: compatibility and level of support here is essential.
Ideally, at some point, Irrlicht could be reading lmts and fsrad files , directly, but also dx8 x files with 2 uv channels and one (the lightmap) assigned to the 2nd channel: that is, the well known and standard way used by pros, and people that have pacakges like max (or giles) , maya, etc.
The only lightmapper I know that supports b3d and is free is slim shady..I think it's based in yal, and...I think is more or less the same than LMTOOLS, that already a coder has made the effort to code a loader for it...
So, can't see more reasons for it...other than give b3d engine users a flow they are more familiar with.
[ A true advantage I see in b3d is not related with this...is that it allows multitexturing (but this would be off topic) of many more channels than x files. (dx8 x files, I mean, as dx9 ones do allow a lot more. but may be less compatible (the key idea here: loads of packages exporting as x. Very few that export b3d.) than dx8 x files. ) ]
As an example: I am a registered user of Gile[s] But i keep doing all the mesh and uv channels work with x, while I (I have ultimate Unwrap) coulduse b3d format. But the key is that an artist needs often to make the mesh flow among many tools, and engines also: compatibility and level of support here is essential.
Ideally, at some point, Irrlicht could be reading lmts and fsrad files , directly, but also dx8 x files with 2 uv channels and one (the lightmap) assigned to the 2nd channel: that is, the well known and standard way used by pros, and people that have pacakges like max (or giles) , maya, etc.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
@LordTrancos
Is there a special way to set things in LMtools to get color lightmaps? Everything I export from max (with the script) produces white lights-lightmaps, even setting the lights with color in 3dsmax. Everything compiles properly but when I load the lmts.3 file in LMDx no lights are colored. Do you have to change the scr script by hand?
any ideas?
ps. I tried to write you an email but your account bounces back
Is there a special way to set things in LMtools to get color lightmaps? Everything I export from max (with the script) produces white lights-lightmaps, even setting the lights with color in 3dsmax. Everything compiles properly but when I load the lmts.3 file in LMDx no lights are colored. Do you have to change the scr script by hand?
any ideas?
ps. I tried to write you an email but your account bounces back
Lord Trancos
I've an alpha version of my OBJ2ENT converter.
You cant download to test it from here:
www.geocities.com/dxlab/tmp/obj2ent_preview.html
It includes a OBJ sample map, a screenshot and the OCT file with lightmaps ready to be viewed with FSRad's OCT File Viewer.
As I said ENT does no support UV coordinates (well, maybe it supports them but FSRad does not try to load them at all [if i'm not wrong]). so do not ask for them.
Maybe we'll need to modify FSRad to add support for them.... I don't know.
Next, i'll test FSRad a few, and i'll do a OBJ2OCT since most of the work is already done. OCT supports texture coordinates, but only supports point lights....
Some info about the current status of my convertet:
OBJ commands supported:
V
VN (loaded but not used)
VT (loaded but not used)
F
G
USEMTL
Only 3 vertices are used per face (so be sure your software outputs faces with just 3 vertices). My converter should allow more that 3, but ENT loading in FSRad only allows 3 vertices per face, so it also doesn't.
Materials should be provided via tex-file script (.MAT) that you should write (notepad). And materials should be in the same order than in the OBJ file.
You cant download to test it from here:
www.geocities.com/dxlab/tmp/obj2ent_preview.html
It includes a OBJ sample map, a screenshot and the OCT file with lightmaps ready to be viewed with FSRad's OCT File Viewer.
As I said ENT does no support UV coordinates (well, maybe it supports them but FSRad does not try to load them at all [if i'm not wrong]). so do not ask for them.
Maybe we'll need to modify FSRad to add support for them.... I don't know.
Next, i'll test FSRad a few, and i'll do a OBJ2OCT since most of the work is already done. OCT supports texture coordinates, but only supports point lights....
Some info about the current status of my convertet:
OBJ commands supported:
V
VN (loaded but not used)
VT (loaded but not used)
F
G
USEMTL
Only 3 vertices are used per face (so be sure your software outputs faces with just 3 vertices). My converter should allow more that 3, but ENT loading in FSRad only allows 3 vertices per face, so it also doesn't.
Materials should be provided via tex-file script (.MAT) that you should write (notepad). And materials should be in the same order than in the OBJ file.
Lord Trancos
afecelis, maybe the script isn't generated properly. Send me it to:
lordtrancos AT dubmail DOT net
lordtrancos AT dubmail DOT net
"I've an alpha version of my OBJ2ENT converter. "
great (for irrlicht users )
about th euv thing...it speaks in readmes on how it deals with uvs in every aspect...so It's weird that ent does not load it...have u had a look at the ase importer they made?
to see some clue...
great (for irrlicht users )
about th euv thing...it speaks in readmes on how it deals with uvs in every aspect...so It's weird that ent does not load it...have u had a look at the ase importer they made?
to see some clue...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Lord Trancos
vermeer, I would like to mail you about the two UV channel support on .X files. Can you mail me please?
lordtrancos AT dubmail DOT net
lordtrancos AT dubmail DOT net
Lord Trancos
About the UV support on ENT files. I know it's weird, but i'm 99'99% sure it doesn't have it.
Lord Trancos
I've update the obj2ent_preview.zip file.
Not it includes an OBJ2OCT converter, and the source code for both.
Not it includes an OBJ2OCT converter, and the source code for both.
Lord Trancos
I've updateD the obj2ent_preview.zip file.
NoW it includes an OBJ2OCT converter, and the source code for both.[/b]
NoW it includes an OBJ2OCT converter, and the source code for both.[/b]
hey, Trancos
I already emailed you
great work you are doing
I already emailed you
great work you are doing
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
since it's a very opened discussion, I will give you my idea (even if you will maybe not agree)
would it be possible to convert .map files to lmts or oct files?
Map files are not proprietary I think because they are used in many map editors including some open-source like QuArK.
I like to use Quark to make maps because it's very easy with the includede primitives like stairs or arch, I also like the negative brushes and the workflow.
But quark only export to map files...
I think that if we an alternative compiler to q3map (like fsrad or lmtools) it would be powerful and legal.
also map file contain lights (and if point light are not enough, we could use scripts like you did for obj...)
there is a way to convert map files to obj so I can use Lmtools or eventually FSrad (when it will be supported by Irrlicht) ?
would it be possible to convert .map files to lmts or oct files?
Map files are not proprietary I think because they are used in many map editors including some open-source like QuArK.
I like to use Quark to make maps because it's very easy with the includede primitives like stairs or arch, I also like the negative brushes and the workflow.
But quark only export to map files...
I think that if we an alternative compiler to q3map (like fsrad or lmtools) it would be powerful and legal.
also map file contain lights (and if point light are not enough, we could use scripts like you did for obj...)
there is a way to convert map files to obj so I can use Lmtools or eventually FSrad (when it will be supported by Irrlicht) ?
Lord Trancos
Map files are quite complex to convert to other formats since you need to do some complex math operations (CSG).