zdimitor, obj does not support lights. I guess that trancos made a workflow that puts lighting information in another file that gets merged somehow with the geometry obj info, using materials as light emitters. May I be wrong.
materials could have got messed for many operations you could have made wrong...
@jedive
Interesting post you made, and hello from long time...
Thx, I am buying now XSI (heck , seems supports lightmaps too...while I purchased for character animation...was allways ) as went down to 495$ and I always wanted a highend package at home...of course, several stuff ripped....and so, I have had no time on checking giles well...all my test time used in checking well xsi trial to see if it did fit...gues what, x export works in UU, but needed some tweak and install and external free addon.
yep, Ultimate Unwrap supports 2 uv channels, and better than most tools out there. You can perfectly swap uv coords between uc hannels, indeed, in theory, you could even map only once. Who knows if even exchange uvs with other models.
yup, it seems it exports 2 uv channels in x files. You asked me by email long ago bout 2 channels in x, and the way I ensured u that x format was supporting that info, was exporting the x file iwith 2 uv channels, and reading in notepad that the fvfdata or however it's called, was there in the file. I think I also loaded somewhere that had 2 uvchannel support.
yep, it does.
BTW, I think is good have the THREE ways....
lmtools, as there's already an lmts loader, and probably in the future trancos will update it fo rthe normals problem...
fsrad, as seems is a high quality open source solution for those wanting radiosity quality while keeping in the free land.
2 x channels loading into irrlicht , along withthe tga lightmap assigned to second, as... not only the (wonderful and cheap) uu+giles combination would benefit from this but...ANY high end package:
Max, LW, Maya, XSI, are probably (I know Max 6+panda, for sure, it recently export not only too, but many channels: also multitexturing!!(landscapes grass transitions, etc, you very well what i speak about, century man
![Wink ;)](./images/smilies/icon_wink.gif)
) )
all those packages load x , and surely most with second channel support.
I hope someday x files will work better in most engines (the initial step is always a pain, but at the end is triumph) as u see, allows at same time good character animation support, and lightmaps, all in one format (not to speak bout vertex colors support for extra lighting support, if the engine reads them, in overlayed subtle way over texturing...this can be done too with standard multitexturing, using multiply mode, or other, I think.)
I see it as the third important via for lightmaps.
Not only that. Blender has (and lately I am again helping Ben Omari to get a better exporter) now x exporter for dx8 and 7...the dx8 one have a long way to export lightmaps...mainly as he has enough work for bones work ok
![Wink ;)](./images/smilies/icon_wink.gif)
, but also as....YET Blender does not support lightmaps!
But knowing Blender comunity, in the far future, it may come.
real solutions now are th elmts, fsrad thing. Hoping x 2 channels come at some point. Jox told me something bout it being maybe possible already, dunno.