bal answered while I was posting
@GFXSTYLER
well, tiled..i see what u mean now.
Yup, it use to be tiled....
the tiling thing allows the use of much slower textures, but..in th eother hand, making a seamless texture that tiles well and don't look repetitive is an art itself....
can be done with some practice though.Something ppl don't realize...is real photos can be used, and u edit in 2d to make em seamless (means that once tiling u don't notice the border cuts, neither see a pattern, but a whole walll)
A tip we used in comapny is use very close qauds or single tris , of a decent size, with alpha mapped textures, so to add random dirty over the wall...it was almost coincident to wall but not concident...the effect was great. Also on the floor...i did smoking a lot of floor dirt , so...
As it feathers in the contours, it doesn't look like an stamp. It kills the boring feeling of a tiled wall. yet though, multitexturing -essential in outdoor terrains- is the way to go. But many engines don't support it.(irrlicht doesn't) so this trick may be useful for more than one, I dunno.
In bsps I think only convex geometry, so is more like this trick is not possible...
Yep, u can model in Blender (I think is great ur learning it...that one is not only free, it's BSD open source! ...is a tool without thos eproblems, and very complete) ...It's just not of the taste of many, but if u already can deal with it, managing two packages is not a scene, I handle no less than 5 just doing a character, in my workflow!
@BAL
It depends. md3, and BSP are free to use formats. The formats are not limited in use. (mor ethan their format specs limits) What u can't do is use Id tools for comercial projects. (Hammer or Wordcraft can't be even used for anything not half life -maybe yes its mods, but I think I read that neither- )
So, q2map or however it's called is -actually, I run towards Ydnar's forums when I saw that readme, to discover there it is indeed based in id's tools, and not allowed comercial use-
Same goes with md3. If u use any of the tools (qdata?) from Id, ur in same problem.
(BTW, md3 has that problem, for characters u'd better hide uv seams in non seen places.For levels, it's the same, as anyway you'd be able to weld geometry in milkshape or whatever...But then again, if have Milkshape..u may model stuff there directly...I mean, not too good for character, but yes for levels, objects...Still, imo Gmax is more powerful in what is modelling tools.)
basicly, for non comercial projects, AFE path is good way.
You can also model wherever and use the -a bit complex
![Wink ;)](./images/smilies/icon_wink.gif)
- Trancos workflow with fsrad modified , adn other utilities.
You can do like I did and buy Giles and ultimate unwrap.
hehe ..getting into wild imagination, while irrlicht aquires *.x import with second uv channel so to load lightmaps in multiply mode or something, you could go and do something like...generate your indoor level duplicated, scale down some minimal amount the whole level, and apply to it a single texture in th eonly one yet to be channel 1...that is, u load the lightmap with transparency provided u made the TGA very subtle, very smooth...so to load very softly over the other mesh.
If it were all over a non tiled, big huge texture like GFX asked, then, no need to duplicate som much tris, just as all is one texture, heck, merge in your 2d tool (Gimp, PSP, adobe PS, etc) both a lightmap and the texture. Asign it all in irllicht as chanel 1 normal texture.You're done.
This final way is probably the most clever if a whole huge texture is ok way to go... which I doubt. You'd still have to generate the lightmap. You could use for example the blender trick to bake lighting into a texture, and do as I said...
the tiling thing is why I sugested that duplicate/scalling level down almost nothing with just a transparent texture lightmap all over it.
If the level is just 3k tris, wont be a problem...would it be seen OK? I doubt it looks just as nice as a real lightmap. Really doubt it. It even looks like..very bad, I dunno...