free compiler with lightmaps?

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jox
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Post by jox »

Code: Select all

OBJ2ENT v0.2a - Copyright (c) 2004 Pulsar Studio & Lord Trancos

Loading OBJ file...
Loading MTL file...
ERROR: loading MTL file.
...what if there is no MTL file available?
Guest

Lord Trancos

Post by Guest »

You need a MTL file, otherwise you don't know which textures are being used.
jox
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Post by jox »

Ok, thanx, I chose another path now that exports also MTL.
jox
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Post by jox »

Success!

- Scene (with textures) exported to OBJ+MTL from Wings3D
- MAT created with obj2mat
- MAT modified (defining light emitters)
- ANT created with obj2ant
- ANT loaded with modified FSRad
- coffee break (waiting for FSRad) ;)
- resulting OCT converted to LMTS with oct2lmts
- TGAs fixed with photoshop
- LMTS loaded into Irrlicht (with textures ok)

It's a long workflow but it works! FSRad is taking some time but the result is very nice/realistic!

That's the second free route for lightmaps in Irrlicht.

Great work Lord Trancos! Thanks a lot!
jox
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Post by jox »

Here's a screenshot of my test result:

Image
Acki
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Post by Acki »

After downloading the FSRad files I'll try to create a mesh with lightmaps , too...

But how exactly do you load the mesh/textures/lightmaps into Irrlicht ???
I'm a little bit confused now... ;)
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nitroman

Post by nitroman »

great! I'm downloading it. :D You did a great work!

just a question:
why does we need to resave the generated tga files (i use Irfanview to batch saving them and it work but it is a long step to select them all)
?

is it a lmts bug or an irrlicht bug?

:?:
vermeer
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Post by vermeer »

woah...congrats to all involved XD (specially trancos and jox ;) )

seems max gi quality is here for free XD

Hmm...If I had the time I'd test a giles map in x format... well, perhaps would be needed an x to lmts ..hmm...no, Jox told me x already could be imported...If I'm not wrong.

btw, who knows, maybe fsrad gives even more quality than giles...only thing is I handle the lights spot, etc, and borowse with calculated lightmaps in real time...but it did actually cost me 50 bucks...ugh.... and you do it without spending a single $.... :cry: And even more, is possible that the final quality of Fs rad is superior.I just don't know yet...bu the cornell box examples at fsrad site demonstrate that Irrlicht will have a really nice environments from now on... :) (I hope people start to use it :))

I think thanks to your effort, Irrlicht levels can end looking really, really nice...I know too well how much a radioity lightmap improves a level in realism...look at that box-room...it got an incredible atmosphere just with that... (well, I guess it from the lowered jpg posted ;) )

Again, congrats Trancos and Jox. (and anyone else involved ;) )

Aefecellis, a great level designer like you should give this a try !
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vermeer
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Post by vermeer »

@Trancos (again) You're a machine (ere una máquina, pisha) .Seen your site about the modified FsRad you made :)

That shot is really promising of what is going to be possible to make now in Irlicht !

Not anymore limited to non comercial and limited q3 bsps... just now ANY geometry, any editor tool to make it, no legal issues even to sell a game...(not that I am going to sell anything ;) , and a I mean it all for Irrlicht users )

@Jox You gave me a quick explanation not long ago about that you can already import a 2 uv channeled *.x file with a texture and lightmap tga assigned -Am I wrong? is it needed some extra code?(I will not understand a coding explanation ;) )- It'd be nice to also ensure the "expensive" way too; that is: any user having Lightwave and it's fantastic rendering, Max and it's lightmap baking with radiosity, maya, or ppl like me with Giles, that also can output that kin dof x file and the bitmap lightmap.
I remember I was going to pass you a giles generated level but I finally didn't do it due to I have a bit full agenda in what is my 2d/3d works...
(but yep, a I could have made just a cornell box ;) )


And...the format choosen OBJ for the geometry that Trancos did pick, is a very good one for the intermediate steps. Is a really standard format you can open with any 3d tool, it has not the 3ds weird problems and can have larger files than 65k tris, besides support very advanced features.
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Guest

Lord Trancos

Post by Guest »

jox - nice to see it works to you.

Acki - you need the LMTS loader class that somebody (¿jox?) of this thread has made.

nitroman - i didn't know the TGA issue stuff (i'm not an irrlicht user). This could be because i'm using an old TGA file format. I'll add this to my todo list.

vermeer - I've never used Giles, but I don't think that FSRad gives more Q than Giles. Since FSRad it's still an alpha version. (and maybe for ever :?)
jox
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Post by jox »

nitroman wrote: why does we need to resave the generated tga files (i use Irfanview to batch saving them and it work but it is a long step to select them all)
?

is it a lmts bug or an irrlicht bug?
It's a bug in the TGA loader of Irrlicht that I mentioned already here:

http://irrlicht.sourceforge.net/phpBB2/ ... 0139#20139

and reported here:

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3503

@Lord Trancos: If you want to "fix" it, then you could unset the v flip flag and flip the image (vertically) in the TGA saving routine. Anything that shortens the workflow would be nice.
jox
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Post by jox »

vermeer wrote:@Jox You gave me a quick explanation not long ago about that you can already import a 2 uv channeled *.x file with a texture and lightmap tga assigned -Am I wrong?
I think you're a little wrong. I did take a look, but discovered that X doesn't support 2 uv's. It was on the first page on this thread.

http://irrlicht.sourceforge.net/phpBB2/ ... 98&start=0

But I'm still interested in how the X format stores 2 uv channels...

@Acki: the somebody is really me :) look here:

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3359
Guest

Lord Trancos

Post by Guest »

jox wrote: @Lord Trancos: If you want to "fix" it, then you could unset the v flip flag and flip the image (vertically) in the TGA saving routine. Anything that shortens the workflow would be nice.
Done. :wink:

It should work now.

Download again the oct2ent package.
Guest

Lord Trancos

Post by Guest »

pd. You don't need to build again the lightmaps.
Just use the OCT2LMTS again.
jox
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Post by jox »

great! :) would be cool if you include this also in your next release of LMTools maybe.
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