free compiler with lightmaps?
Yeah,
now I got it to work with 3DSMax5 !!!
How complicated would it be to make the exporter plugin suitable for GMax(V1.2) ???
It would be a great deal for me and other users, because GMax is free !!!
thx, Acki
now I got it to work with 3DSMax5 !!!
How complicated would it be to make the exporter plugin suitable for GMax(V1.2) ???
It would be a great deal for me and other users, because GMax is free !!!
thx, Acki
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IrrExtensions:
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try Stendhal a MORPG written in Java
IrrExtensions:
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try Stendhal a MORPG written in Java
@Acki: It would be worthless to make it work with Gmax since Gmax lacks of a renderer therefore of a render-to-texture option. Unless you find a way to write another plugin that would bake render through Yafray (free raytracer used to render with Gmax). But it would make things more complicated.
ok guys, now some news and reports!!!
first, the bin version of the exporter crashed when trying to export the house. It reached 47% and then max crashed. fortunately, recompiling the source in VC7 fixed it. I got to export the house (with some problems) without max crashing. here's the newer version in case you need it:
http://www.danielpatton.com/afecelis/fi ... Y3DExp.dle
ok, Zdmitor, now some more results of my experiments, he he he
It seems like there is a limit or a bug in the exporter which doesn't let certain type of geometry export properly. I was getting an error (not exporting) when running the application, once it reached th eloading process of certain models it would crash (for example the roof volumes). I had to get rid of the roof models.
but besides this, many of the rest of the geometry exported wrong. I'll have to work and experiment some more with geometry.
Now some good things. With simple geometry the exporter and lightmaps work like a charm!!!:
colored lightmaps look very nice. I found some bugs with the opengl renderer in this process but I'll post them in the bugs section. I'll clean the project up and post it here so you can download it. Collision works ok too.
To finish things up. The way you do the render to texture process may affect your project badly. Before getting a succesful project I had to try like 5 different options in order to get a procedure.
to get things working properly:
1. Don't use andy advanced light calculations. I tried a render to texture using the light tracer and thing went nuts. The best thing is to use omni lights (have to try other types of lights)
2. When doing the render to texture , add the lighting map at 256x256 first and then the shadowsmap at 512x512. I tried both at 512x512 and you get just white models with no textures and a lot of errors. The order is also important. i tried it backwards and things export unproperly.
ok.... my head is spinning too fast
hope it helps
get the new plugin, and I'll post my project in some minutes!!!
cheers!
ok guys, now some news and reports!!!
first, the bin version of the exporter crashed when trying to export the house. It reached 47% and then max crashed. fortunately, recompiling the source in VC7 fixed it. I got to export the house (with some problems) without max crashing. here's the newer version in case you need it:
http://www.danielpatton.com/afecelis/fi ... Y3DExp.dle
ok, Zdmitor, now some more results of my experiments, he he he
It seems like there is a limit or a bug in the exporter which doesn't let certain type of geometry export properly. I was getting an error (not exporting) when running the application, once it reached th eloading process of certain models it would crash (for example the roof volumes). I had to get rid of the roof models.
but besides this, many of the rest of the geometry exported wrong. I'll have to work and experiment some more with geometry.
Now some good things. With simple geometry the exporter and lightmaps work like a charm!!!:
colored lightmaps look very nice. I found some bugs with the opengl renderer in this process but I'll post them in the bugs section. I'll clean the project up and post it here so you can download it. Collision works ok too.
To finish things up. The way you do the render to texture process may affect your project badly. Before getting a succesful project I had to try like 5 different options in order to get a procedure.
to get things working properly:
1. Don't use andy advanced light calculations. I tried a render to texture using the light tracer and thing went nuts. The best thing is to use omni lights (have to try other types of lights)
2. When doing the render to texture , add the lighting map at 256x256 first and then the shadowsmap at 512x512. I tried both at 512x512 and you get just white models with no textures and a lot of errors. The order is also important. i tried it backwards and things export unproperly.
ok.... my head is spinning too fast
hope it helps
get the new plugin, and I'll post my project in some minutes!!!
cheers!
ok, you may get the project with src here:
http://www.danielpatton.com/afecelis/src/Dim3d.zip
ok, more experimenting on the way!!!
cheers!
ps. I forgot to say: WASD to navigaet, alt+f4 to quit. If anyone can add esc to quit to my code please let me know!!!
http://www.danielpatton.com/afecelis/src/Dim3d.zip
ok, more experimenting on the way!!!
cheers!
ps. I forgot to say: WASD to navigaet, alt+f4 to quit. If anyone can add esc to quit to my code please let me know!!!
those shots look beautiful!!
It doesn't even look like the house I designed!!! lol!!!
simply amazing!
hope to play around with the new tools soon.
ps. so no multimaterials allowed? that means every model must be separate.
cheers!
congrats!
ps. I had a question on lights. Which lights can we use in max? only omnis? or can we use sunlights, skylights, target spots, etc?
It doesn't even look like the house I designed!!! lol!!!
simply amazing!
hope to play around with the new tools soon.
ps. so no multimaterials allowed? that means every model must be separate.
cheers!
congrats!
ps. I had a question on lights. Which lights can we use in max? only omnis? or can we use sunlights, skylights, target spots, etc?
Thats all!
Here is my package available to downloading:
MY3D Exporter Source project http://zdimitor.nm.ru/max2my3d.zip (precompiled .dle included);
MY3D Example http://zdimitor.nm.ru/MY3DExample.zip;
I change MY3D format (slightly), so old .my3d files may not working.
Enjoy my friend...
P.S. I used Omni and Target Direct Lights in your scene.
Here is my package available to downloading:
MY3D Exporter Source project http://zdimitor.nm.ru/max2my3d.zip (precompiled .dle included);
MY3D Example http://zdimitor.nm.ru/MY3DExample.zip;
I change MY3D format (slightly), so old .my3d files may not working.
Enjoy my friend...
P.S. I used Omni and Target Direct Lights in your scene.
a question...
why columns proyected shadows appear jagged? like...stairs...the column profiles are straight...I saw that in certain gamestudio demo, but that must not be that way....Is it due to very low resolution of the lightmaps?
or is it an irrlicht limit?
why columns proyected shadows appear jagged? like...stairs...the column profiles are straight...I saw that in certain gamestudio demo, but that must not be that way....Is it due to very low resolution of the lightmaps?
or is it an irrlicht limit?
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
lovely, beautiful, superb, dunno what else to say. You can't imagine how happy you make my life!!!
About the shadows, I think it also depends on the fact that you're telling your lights to cast shadow maps and not raytraced maps. Shadow maps are blurred, even in max renders,but are used for very fast rendering calculations, improving rendering time; whereas raytraced shadows take a bit more calculation to render but get the kind of result Vermeer is expecting.
@Dimitor: one last question. What about what I mentioned: using sunlight, or other lighting systems. Or using the radiosity processor or the light tracer? Will it make the plugin or the "render to texture2 crash?
many many thanks man, this is a dream come true! lol!!! I'll test your new stuff today. I'm also going to try to get a max6 version of your plugin to work. If I succeed I'll post it here as well.
cheers!
About the shadows, I think it also depends on the fact that you're telling your lights to cast shadow maps and not raytraced maps. Shadow maps are blurred, even in max renders,but are used for very fast rendering calculations, improving rendering time; whereas raytraced shadows take a bit more calculation to render but get the kind of result Vermeer is expecting.
@Dimitor: one last question. What about what I mentioned: using sunlight, or other lighting systems. Or using the radiosity processor or the light tracer? Will it make the plugin or the "render to texture2 crash?
many many thanks man, this is a dream come true! lol!!! I'll test your new stuff today. I'm also going to try to get a max6 version of your plugin to work. If I succeed I'll post it here as well.
cheers!
Why the hell I cant get these downloads to work ????ZDimitor wrote:Thats all!
Here is my package available to downloading:
MY3D Exporter Source project http://zdimitor.nm.ru/max2my3d.zip (precompiled .dle included);
MY3D Example http://zdimitor.nm.ru/MY3DExample.zip;
It would be very nice, if someone could mail me the new package (exporter and loader) or put it on another site, where i can get a connection to !!!
thx, Acki
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java