@MURPHY
[ Beware...I type as I read...probably you clear up issues at the end...my end conclussions are always the final concepts
]
"It's really banded, probably because of Irrlicht loading the texture as 16 bit"
Yes, sure. Actually there's a trick for that, i think, the coders here can easily tell you which is it
"This was done with a very experimental .X -> .MIM converter"
yet though it looks nice, very wysiwyg respect to wht I had done

.
" In this particular image, I actually just converted the second set of UVs and stored them as the only set of UVs in the MIM"
humm...not bad solution, but it's needed an actual multiply mode or similar, to really produce the lightmapping effect... A merged texture wont do the same...
" since the first set wasn't much to look at anyway (no offense! Wink ). "
True XD ..The fact is that,,,well, I made so crappy the 1st uv channel(automatic UVs, indeed), that no texture would fit ok for a quick job, so, I just made a plain color texture. Reason why you don't notice any difference with just a texture+lightmap merged. Well, I think you ctually did not merged both...the solid one was slightly blue, to put something..I think u loaded directly the lightmap only in channel1...
ok, ok, I know, was a test...
"i.e. gmax->MIM instead of gmax->yafray->MIM"
hmm...not so sure, I'm afraid. Gmax files are binary, anyone would have tried, and there's a *huge* comunity of avid users, modders, and maxscripters trying to overcome the limits...

SInce way long...what i have heard is it's binary and would not be an easy task...in case possible.Reason why all use just the listener maxscript window in gmax. (ie: yafray clear script route..)
"The yafray XML format also seems to contain the necessary info"
Looks so, and keeping it all clear and simple, imho
"Did you say you had a Max script to output OBJ from gmax? Where can I get that? "
of course, (just OBJ format cannot port multiple uv materials, but yes can smooth groups (yfray script can with autosmoothing value, quite useful too, have not tested with smooth groups)) I uploaded together with way more not easy to find graphic tools at gently provided Bal's space, I'll put you the link... :
Is in the first post of this page thread (is page 2 of TOOLS STICKY) :
http://irrlicht.sourceforge.net/phpBB2/ ... 3&start=15
"You quoted "Only real UVW Mapping is supported. UV mapping that is assigned through the material editor isn't seen by the exporter.". What's the difference?"
yep, it means that...well, you can do uv mapping using othe rmethod than the standard EDIT UVW,(Unwrap UVW modifier, you can add several, and set each as channel 1, channel2...and then in material editor, make a multimaterial, and asign to different uv channel each submaterial) quite similar to lithunwrap or other unwrappers...ie, you can make a cilindric uv map, and that wont be detected by the script. But I think you can bake those into UVW edit window easily. Anyway, even if restricted to to the tytpical edit uvs thing, it's quite enough an rather more powerful than any typical leditor in uv making, happily
Whatever the final procces is, with whatever the tool/s , I'll write a quick and easy tut on the workflow, like have done other times
"You also quoted "YafRay uses a much smaller scale than gmax". I actually plan to implement a "scale" attribute attribute in MIM, so you can get the loader to do scaling for you. Smile "
Nice...

Is allway good

Not crucial, I use to learn what scale nmber proportion is... but I love when the exporter has the setting itself
"Don't forget MIM. Wink MIM could actually be fairly easily extended to many UVs, but there's not much point in that now"
So...MIM does not support multiples UVs? How do you do lightmapping once in the engine, then..? I'm a bit lost in this point....
"On using two files to hold to sets of UVs:
An idea that's been touched on a lot is that of using two files each containing one set of UVs and bringing them together. This might be another example of something MIM is good for. It wouldn't be too hard to make an OBJ+OBJ -> MIM converter. Or X+X -> MIM, either (the only reason that'd be harder is because I don't currently have code to parse X files and my understanding of their details is currently limited). Of course, I could also modify the Irrlicht OBJ loader to load two OBJs, but this is kind of hackish.
Are there good workflows that lead to two OBJ files? CShop can lead to two .X files. Anything else? "
I REALLY like this type of idea. It provides the solution to ANY user, with practically any app out there (linux, mac, pc users) As all art grunt out there can output a model with one texture and one ste of Uv coords...the lightmap bitmap generation is a matter of using any of the free lightmappers already out there, or Blender bake lighting (a bit complex) workflow, though radiosity. The fact is...at a time you are opening th edoor to any highend app...till now totally closed...as no way to import a 2 channels file...even x was not having the feature in some of the highend...this way everu highend one has the option, too. The two worlds at a time, from any platform.
OBJ is BY FAR more universal....It does not port multiple UVs, being it the main disadvantage, but in your method, this does not matter

happily.
the only thing is you say OBJ is not complete in Irrlicht?? I thought it was...it'd be a pitty...
Many x exporters export in dx 8.0 export...that means 65,000 tris limit ...quite huge, but...you know... dx 8.1 allows more..-anyway, some modifications are yet needed in irrlicht to overpass that limit, but will come surely- Anyway, that count is quite high for get good performance now, but one must do things thinking a bit in th efuture, and machines evolve too quick....
So OBJ, for that, for support of smooth groups info, for WAY easier syntax than X, and for universality (any free tool out there supports it, quite mor ethan X, even being x such a standard)
That is, I'd prefer OBJ, if the generation of two UV channels in MIM, you can do it from the OBJ+OBJ simple files(from their 1st channels)...
The list of the ones supporting OBJ..is quicker done if I put the ones that do not support...and I have to think hard to find one..lol.
if you already have the stuff made for X, great also, as I said, there are way fortunately to output a simple static X from any package , any platform...and it ports a feature not carried by OBJ: vertex colors. While it is rare,some people use those...I don't like vertex colors, as usually need a huge res to get something nice...much better just to paint some stuff even in 2d in the lightmap (like coloured lights for a bulb, etc) bitmap Pixels are way more accurate and don't force increase of polies, so performance does not fail..So, x is god, OBJ is better
the problem is...
"Of course, I could also modify the Irrlicht OBJ loader to load two OBJs, but this is kind of hackish."
Hmm...I see, There could be a barrier there, then. Ok then, a X+X = MIM two UV, is freaking good to go. I will provide loads of little pargraphs in tools+faq sticky to make the ppl know the HUGE workflows and freebies they can use for this. Indeed, it opens a load of possibilities. from zero to 100, I'd call this.
Only thing is...well, yep, seems you do the good thing: generate in MIM or in engine two uv channels, not like dbpro that duplicates the mesh ,loads twice the polies!
"Are there good workflows that lead to two OBJ files? CShop can lead to two .X files. Anything else? "
LOADS. Man, you'd be amazed. You can really easy convert an OBJ to x, even. Ways... SKIP ALL WHAT IS IN GREEN IF YOU DONT WANT TO READ ABOUT *SOME* OF THE AVAILABLE WORKFLOWS YOU WERE WONDERING ABOUT FOR OBJ--->X ....
-Lithunwrap.Total freeware. (I uploaded also to Bal's site) Uv mappng tool that alos allows all sort of conversions b directional between x, cob, 3ds, obj, etc...
-metasequoia LE. Free for non comercial projects.Will load an OBJ, export as X.
-Blender. Will load an OBJ (also exports it) , or a mountain of formats more, and can export 3 flavours of X files. Multiplatform (mac, win, linux) You can even only use as a converter.
-Anim8or , will allow loading an obj, and doing autosmoothing value.(I know, no x export, just to mention it as another free tool)
-Milkshape...non free, but seems half the world has it...has an extremly good OBJ support, giving access to not just autsmoothing info, great fixing geometry tools, export as X, obj, and every format on earth. I have it purchased also.
-Max will load any OBJ and export as x .Both plugins are free, and as easy to install, as to copy the plugin to plugin folder..: ) versions for every max version.
-Gmax...will load OBJs...no export X. But U can export again as OBJ with the script I put in Bal's site (dunno who is the author of script) , and later on make a conversion with any of the tools.
-there's a non days or feature limted version, neither illegal, of old 3d Exploration(now deeep exploration) , also in tools sticky, th elink. It can import OBJ, export X.
-k3d, multi OS, linux, mac, win...etc....can import an OBJ, export as X.
-zmodeller exports x files, is a car oriented modeller, but can do anything...Some people love it..you can use it even only probably as a converter...I suppose it has the main formats EVERY package out ther have...OBJ, and the crappy, bad, terrible *.3ds....
http://www.zmodeler2.com
(man he's started an skeleton system!)
Well, those are just a very few samples, and a load of comercial software are missing... insert [here] the highend package able to load OBJ and export X and you'll find it works with any 
BUT...I rather, rather prefer if you allowed loading OBJs, is more known and used, even than X, and has no polygon limit... plus the sweet smooth groups (Wings3d can ouput an OBJ with smooth groups, though its workflow is cleverer: hard egdes are set directly by the artist) support in that ascii list of coords...
(basicly, anything u see with starting with an "S" and blank line...is all the following is in one smooth group
, vt for textured vertices, etc...)
OBJ supports, among the main features:
Uvmapping, smooth groups, smoothing autosmooth info (is probably the same, code-wise) , huge meshes...and material links are stored in another material file , the *.mtl (sadly some tools don't output it (blender ideasma plugin DOES it , greatly) ...just like you have seen several tools don't put the material link in x files) ..in the *.mtl is stored then the path of the maps...I think it can port there also specularity values, other maps, etc...well, if the tool supports it and tyhe user decided to export it...(usually the user doesn't know those values)
ANYTHING, can output OBJs

And I am speaking about comercial, and free, opensource or freewares....ALL...
Let's continue with the actual reply, lol...

Sorry if I'm..."verbose".
"On X files with two sets of UVs:
You know, ....
.... One thing I'd probably need to finish it is... an example of a lightmapped .x with referenced textures"
hmmm...I am afraid i can't provide that, with my actual software..anyone with Max,(my trial ended, i only set it up for solving here workflows methods for Max users with panda X exporter) ,knowledge of lightmaps, and the panda exporter, could output it. Dunno if there's anyone able for that.
I like rather a lot your other OBJ+OBJ option, or even X+X option (if OBJ is not possible) as opens way mor ethe field to users that can only use free software.
"Here's the Bedroom level that comes with CShop rendered in Irrlicht via an experimental CSM -> MIM converter. "
Nice.
Though I don't have purchased Cshop, not any others, but is nice to have one more option.
BTW, Gile[s] is way beter as lightmapper, in quality.(and Max, LW, etc)
seems definitely your irrlicht install is in 16 bits...
"TGAs, but changing it to use JPEG or BMP or many other formats is only a couple keystrokes."
I prefer TGA than jpg
"A mesh can also be flagged for vertex lighting "
Nice...though, I'd vote for the free workflow of the OBjs as an universal solution...(free, non MS Windows only...etc...)
"I'm kind of sad I don't have CShop (or the money for it)"
Neither many of us...

The objs solution, allows all that, too... In giles, you can do coloured lighting in the lightmaps , too...you could even paint em manually in the 2d lightmap...with a free 2d tool.
Also, as I mentioned, I prefer to have full flexibility and modelling power, an d full power in radiosity lightmaps generation..both not there in cshop, neiother in other just-level editors... Is much more powerful go the max way, of free powerful obj modeller like WIngs, metasequoia, etc, and great lightmappers like, max, and giles, or the free radiosity one, fsrad.
"It seems like your MIM format is very versatile, huh?"
I think what is versatile is Murphy
well, is could to add an extra tool like chsop...
I only wish the powerful way would be also available
Murphy, I agree with your line of converters to MIM, instead of direct loaders
"I'm hoping Niko will choose to incorporate MIM into a future version"
I hope!
"lso has at least one disadvantage: It's fairly slow. This is really just due to its textual nature"
well, Irrlicht was reading actually text files directly, no? X files allowd in irrlicht are text....and they keep being totally necesary, as is the way to load an animated character in irrlicht...And bones and weights is too complex to code twice...
"BTW, if anyone wants to send me some dual .x files"
Forgot that.
I'll do right now, and OBJ samples, too, and from different tools...now...
So...as I think is better, this instead of the Gmax+yafray way (actually , Gmax can output OBJs

)
Afecelis mentioned stuff i'd like to also read you both...(and anyone else, hehe)
"
MIM format seems great and seems to have a bright future with Irrlicht. "
I'm totally convinced
"the screenshot looks nice, even in 16 bits! "
gile[s] is great, even when an artist like me use it crappily
Max and final render, or brazil, etc, can do great wonders...with the OBJ+OBJ solution, or similar, you'd take teh Max generated tga, and just link it to an OBJ

....Awesome...
"you can grab the Gmax to Obj exporter here; go thru the readme since the exporting process is a bit tricky :
http://www.danielpatton.com/afecelis/files/gmax2obj.zip"
Hmm..is the same that i uploaded to Bal's site? it was quite simple to use...
Iuse my mouse trick...it's limited to a certain portion of characters, very small, pero copy, so what ppl do is copy several pargraphs...What i do is...a keep pressed the LMB as I select some first lines....then I press my middle mouse button...it will then start to scroll at uber speed down....as it has middle support by windows...I mean, appears that multidirectional cursor..dunno if all mices do this...it scrolls way much faster than normal selected(keeping allways left and middle(if u have the feature) pressed!) , though u could do it just with standard way.....without dropping any of both buttons....once it reaches the end (several hundered of thousands of polies can lead to a minute or so in scrolling) you hit once RMB, righ mouse button I mean, and it pops up the context menu, select then "copy" ...clicking again in rmb over "copy", I mean. If I remember now welll.
bang, copied.
Is a limit put in the maxlistener...for some reason they left that as a possibility, but haven'0t see it documented in any place...
you see, actually I REALLY prefer to avoid using Gmax, and your OBJ+OBJ (or x+x) method ---> 2 uv channels MIM, actually allows saying good bye to gmax, though some users love it and will keep doing the OBJs with it (Gmax has not go x export, though they could use 3d exploration or any of the mentioned to convert to x)