free compiler with lightmaps?
couldn't a renderer like yafray be modified to be used as lightmapper? that would be cool because because quality would be nice (global illumination,...)!
i don't know much about raytracing or yafray's internals but wouldn't the only difference be shooting rays from the light map pixels instead of the camera plane?
i don't know much about raytracing or yafray's internals but wouldn't the only difference be shooting rays from the light map pixels instead of the camera plane?
Lord Trancos
I've updated my converters package.
www.geocities.com/dxlab/tmp/obj2ent_preview.html
Now it includes a OCT2LMTS converter and some enhacements/bugfixes on OBJ2OCT.
www.geocities.com/dxlab/tmp/obj2ent_preview.html
Now it includes a OCT2LMTS converter and some enhacements/bugfixes on OBJ2OCT.
Lord Trancos
I've modified FSRad in order to add support for texture coordinates to ENT files. I'll release that and my converters next weekend
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re
Hi there! I'm back to business. Seems a lot has happend meanwhile!
@Lord Trancos: Great work so far! Very cool!
So OBJ is the source format now? How do you get the lights into FSRad then? Will it be (emissive) objects? Will it be be contained in a seperate file? How's the workflow?
Again, really nice work, keep it up!
ps: there's a little naming mistake in obj2ent_preview.zip: the folder names of 'oct2lmts' are called 'obj2lmts'...
@Lord Trancos: Great work so far! Very cool!
So OBJ is the source format now? How do you get the lights into FSRad then? Will it be (emissive) objects? Will it be be contained in a seperate file? How's the workflow?
Again, really nice work, keep it up!
ps: there's a little naming mistake in obj2ent_preview.zip: the folder names of 'oct2lmts' are called 'obj2lmts'...
Lord Trancos
nitroman, the answer should be "yes".
but bettwer if you wait for the next release.
jox;
So OBJ is the source format now?
yes.
How do you get the lights into FSRad then?
OBJ + Text file ---> converted to -----> OCT / ENT / ANT (ANT is the ENT format modified by me)
Will it be (emissive) objects?
Yep. The ENT (and ANT) files allow you to specify the emissive of each material, but..... WARNING: the texture does not make any job here.
Will it be be contained in a seperate file?
Yep. Like I explained above.
How's the workflow?
1st.
Modeler ----> OBJ
Notepad ----> TXT (yes.... we would need some scripts/plugins in our modelers to avoid using notepad)
2nd
OBJ+TXT ----> to -----> OCT / ENT / ANT
3rd
FSRad ---> OCT
4th (optional)
OCT ---> LMTS
but bettwer if you wait for the next release.
jox;
So OBJ is the source format now?
yes.
How do you get the lights into FSRad then?
OBJ + Text file ---> converted to -----> OCT / ENT / ANT (ANT is the ENT format modified by me)
Will it be (emissive) objects?
Yep. The ENT (and ANT) files allow you to specify the emissive of each material, but..... WARNING: the texture does not make any job here.
Will it be be contained in a seperate file?
Yep. Like I explained above.
How's the workflow?
1st.
Modeler ----> OBJ
Notepad ----> TXT (yes.... we would need some scripts/plugins in our modelers to avoid using notepad)
2nd
OBJ+TXT ----> to -----> OCT / ENT / ANT
3rd
FSRad ---> OCT
4th (optional)
OCT ---> LMTS
Lord Trancos
Some days ago I emailed Paul Nettle (FSRad creator) if ENT files support UV coordinates.
He answered me today, and says that yes:
So, it would be nice if another code takes a look to FSRad and tell us, what he/she thinks about.
Anyways, my FSRad is already done and will be released next week-end.
He answered me today, and says that yes:
well... i'm just a newbie on VC, and he is the creator of FSRad, but I still believe that maybe ENT files support UV coords, but FSRad doesn't load and use them. In the above example I don't see the variables t0, t1 and t2 being used later on that function.ENT files do support textures. For example, look at GeomDB::readENT() and
look for these three lines:
geom::Point2 t0 = p.tex[0];
geom::Point2 t1 = p.tex[1];
geom::Point2 t2 = p.tex[2];
So, it would be nice if another code takes a look to FSRad and tell us, what he/she thinks about.
Anyways, my FSRad is already done and will be released next week-end.
great news!Anyways, my FSRad is already done and will be released next week-end.
BTW, is there a way to use jpeg textures (instead of big tga) with lmts? It would be better for small games development (smaller texture size=less bandwidth to distibute your game/maps).
Of course I know there won't be alpha with jpeg but I don't care... I use tga could only for textures that need alpha (like windows).
Re: Lord Trancos
On the first glance I agree with that. They're not used. In the readASE() function it looks different:Lord Trancos wrote:but I still believe that maybe ENT files support UV coords, but FSRad doesn't load and use them. In the above example I don't see the variables t0, t1 and t2 being used later on that function.
So, it would be nice if another code takes a look to FSRad and tell us, what he/she thinks about.
Code: Select all
poly.texuv() += t0;
poly.texuv() += t1;
poly.texuv() += t2;