You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers. No questions about C++ programming or topics which are answered in the tutorials!
I used blender to model my level, then i imported the the level into coppercube to add lights and other effects
after that I exported the level as a .OBJ file, and that gave me a .mtl file and a folder that contains the lightmaps (.png files)
The problem is that when I load my level using code it does not import the lightmaps !
Create your custom format to store both texture coordinates, and create a mesh combiner that picks the coordinates from 2 equal models, and store them in your new format. That is what i had to do when i could no longer use the B3D format to store 2 sets of mapping coordinates in my meshes
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
I guess there's a standard way for Coppercube to export lightmaps. Your choice via .obj is definitely not the one. Maybe .irr export works. But maybe just ask Niko what the best solution is. There are the Ambiera forums where you can ask for such help.
st0ph wrote:First, I wish you a Happy birthday Mel
thanks for that, but unfortunaty I don't have the time nor the knowledge to do what you're suggesting :/
Is there any other solutions ?
Thank you
Well, the knowledge is something that is acquired with time. In fact it is not very hard to create a custom format. take a look at the example 23, the one about SMesh handling. Creating a custom format is almost the same, with the diference that instead of some formula, you pick your data from a file. You have to care about vertex and indices arrays and that is all. You don't even have to extend the SMesh class, its methods are enough.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt