Just wanted to let you know that Lord Trancos can be contacted in Stratos's forums, providing you can speak Spanish:
http://www.stratos-ad.com/forums
blitz has got b3d why not Irrlicht Irr3d?
I've put together an Irrlicht-specific file format. You can read about it in the topic Murphy's Irrlicht Mesh file format in the Project Announcements forum.
And guess who's another active memeber in both places, Zaelsius...
I have sometimes PMed him there to tell him stuff he may not be aware.
I'lll check that thead now, murphy.
I have sometimes PMed him there to tell him stuff he may not be aware.
I'lll check that thead now, murphy.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Hi!
well, had my issues in giles-ultimate unwrap handling, but solved. Well, also, though purchased, hadnt really used yet giles....
-ooops.tga is just an slightly blue texture. Not even a real texture, as th ebase uv map is so bad...and anywa, that's not the very important point... So I made one that allows seeing better the lighting effects.
-lightmap.tga
-copy of lightmap.tga
-the x file. Already opened the thing in notepad and saw there says "fvf data" somewhere : it must have the 2 uv channel info, then
yup, reopened i Ultimate..it has em,both channels. Ready to go!
are at two intensities, as it depends on the type of multiply (*1, *2 *3) u use when overlaying the lightmap...is a coding thing, I think.
I know I did in giles with an special way maybe not supported by x, reason why it may look somwhat poorer, but it looks ok for a test: I meainly think this is just to check your code works and to help you in it.
* Just notice that: the model is crap, the texture is just a plain color tga, the UVs are terrible (1st is generated with automatic methos in Ultimate by me, 2nd channel, is the one that Gile[s] generates automatically on its own...)
the file :
click HERE and then dig for a link there where says "Download/show the hosted file"
well, had my issues in giles-ultimate unwrap handling, but solved. Well, also, though purchased, hadnt really used yet giles....
-ooops.tga is just an slightly blue texture. Not even a real texture, as th ebase uv map is so bad...and anywa, that's not the very important point... So I made one that allows seeing better the lighting effects.
-lightmap.tga
-copy of lightmap.tga
-the x file. Already opened the thing in notepad and saw there says "fvf data" somewhere : it must have the 2 uv channel info, then
yup, reopened i Ultimate..it has em,both channels. Ready to go!
are at two intensities, as it depends on the type of multiply (*1, *2 *3) u use when overlaying the lightmap...is a coding thing, I think.
I know I did in giles with an special way maybe not supported by x, reason why it may look somwhat poorer, but it looks ok for a test: I meainly think this is just to check your code works and to help you in it.
* Just notice that: the model is crap, the texture is just a plain color tga, the UVs are terrible (1st is generated with automatic methos in Ultimate by me, 2nd channel, is the one that Gile[s] generates automatically on its own...)
the file :
click HERE and then dig for a link there where says "Download/show the hosted file"
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
OOOPS..posting in the other thread, I got wrong...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com