vermeer:
As far as FSRad generating small lightmaps (packed into the corner)... on the Lightmaps tab of FSRad, set U and V. I think you want smaller values, but I wouldn't swear to it.

Yeah, this is just too much work, though. That's why I'm intent on the idea of using exported lights from Blender and possibly other packages -- just so much easier.Actually something like that did Trancos, though is a bit heavier to go and add a polygon, needing to teselate there or add extra objects, none of these solutions being ideal (and with some faces with different texture) ..then do the OBJ to mat, change the material you want as light to say 1,1,1 instead of 0,0,0, and then finally do an OBJ to ent with the same base name (that is, the name without extension)
Well, the real problem isn't the size of the lightmap texture itself (i.e. whether it's 128x128 or 512x512), but the density of the individual lightmaps inside it. The latter can be adjusted with the U and V parameters on the Lightmap tab.the bad thing is fsrad, whenever it generates the OCT it does not allow you to use a lightmap bigger than 128..i think that's a bad thing
...
i don't know if I can generate a 512x512 lightmap not generating the OCt..and then do it again with exactly same settings(except lightmap being 128x128) and pray it wont do a different UV layout...
So to later on use the oct generated BUt the big lightmap...Do you think that'd be possible...
Anyway, i am afraid most people till now is using 128x128 lightmaps...i think quake ones where even smaller, but....
Yeah, all the data needed is in there, but I don't particularly want to write a VRML importer for FSRad! VRML is a pretty complex scene description format.In case you may find it interesting, pasting a complete vrml2.0 file, for in case you se it easy to just extract light infos from there....

Yeah, this is just too much work, though. That's why I'm intent on the idea of using exported lights from Blender and possibly other packages -- just so much easier.
Well, the real problem isn't the size of the lightmap texture itself (i.e. whether it's 128x128 or 512x512), but the density of the individual lightmaps inside it. The latter can be adjusted with the U and V parameters on the Lightmap tab.
No way..it'd have to be micro precission..matching pixels with UVs is really difficult , to not output light or shadows unwanted bleeding..even more with this micro chunks...this could be a problem...but anyway, is the free option..128x128 we're seing that in fsrad it can do ..more or less.But the same solution (running it once creating a OCT to get the UVs and again to make a higher resolution lightmap) occurred to me too. You could do it, but you'd have to adjust the U and V parameters on the Lightmap page correspondingly so that it packs the texture the same way.
sounds good but...No normals this way?Anyway, this is all sort of irrelevant. As I mentioned, my version of FSRad exports TGA textures, and I think I said earlier that it wouldn't be too hard to have it even export an OBJ. But I've opted for an even simpler solution, which was to extend the OCT format to output any size lightmap, and then modified my OCT2OBJ to work with them. Only a couple minutes of work.
Sounds good. yet though, I have experienced not that many people in the indy and free world using Blender. I know, but I am seing that lately as a fact...BTW, Poseray puts lights into OBJs, curiously.A much easier solution would be, for example, to extend Blender's OBJ exporter to also include some simple lighting information. This would only work with Blender, of course. But it wouldn't be hard for people to add support to other modelers.
My main problem with fsrad is I don't know what each setting does really, so I try to imagine... I think low density, and the other values, I don't remember...."Your screenshot is looking pretty good. What was your workflow? Did you have to adjust the FSRad settings?
argh..beware, that's the main problem with slimshady and lume tools...caculations from models with no normals tend to look reallyugly...though in this case, dunno, as actually seems what fsrad does is subdivide and do radiosity....a subdivided emsh will have the smoothness greater, though not as smooth as if it also carried normals info...I did a bit more work on this tonight. Just experimenting, not a final workflow.
FSRad can also import its OCT format, so I wrote a quick OCT exporter for Blender. The downside here is that it doesn't support vertex normals, so
Anway, I loaded Vermeer's level into blender, and placed three lights. Exported to OCT. Loaded up the OCT in FSRad and rendered some lightmaps. Then I used my experimental OCT2OBJ to get an OBJ, then OBJ2MIM to get it into Irrlicht.
Here's the result:
Lord Trancos originally did a version of LMTS with vertex normals... But it was an alpha version with some bugs. Unfortunately, he stopped its development.Add vertex normals to Lord Trancos' tool?
Well, that'd be freaking good, but I suppose you say for later on, no need to add you extra work..guess that few to no lightmapper out there deals with that...is as we're a lot into radiosity thanks to fsrad and gilesRight, it should count on the texture colors, but I don't think anything actually does that. For a raytracer
I've been toying with writing, I'm considering averaging the texture colors to give each material a sort of starting point.
yup, like using it to project cathedral kind of crystal, anything that will force projecting a silohuetteThey should be. Yeah, there are some cool things you can do with emitting surfaces,
I see..yep, is the only problem with fsrad, loose of control. While so, already as is, if u put some lights , you end with a nice scene.yes , is the control over it what is a bit lost. (but way better than nothing.Or being restricted only to BSP geometry. These methods allow any type of complex geometrybut my problem with it is that Blender and other tools don't support this... leaving you with no preview at all
nope, besides, there are allways benefits on building a conection,(perhaps is an start for other coders) even just for this,There are possibilities, like a little GUI tool that let you set light properties for OBJ "groups". But, you know...
I don't think it's really necessary.
trueJust add some more point lights, and I think things will be okay. And placing lights in Blender just seems
soooooo easy in comparison.
That I hadn't thought of it...maybe...hmmm...I don't know what actually considers fsrad...if it will visualize a face from the opposing face of normal..if so, invert cone walls....hmm...in some angles would be seen...it depends how you set it up/camera route ingame. Othe rthink is use alpha materials. Neither know if fsrad recognize that...if yes, put all as transparent...but it maybe so realistic that fsrad makes light go through transparent materials, too...heh...if not, there u have a workflow. You can even later on just clone these cones, no need to do other thing that allways have an scene with several "light" types, cone, etc... and merge with the actual level...never do them again, thenYou could always create a hollow cone or cube or whatever in Blender and then put a point light inside it to achieve a similar effect to your cube with the back face being the emitter. And then get together a workflow to let us drop groups from the actual geometry -- removing the cone/cube after the lightmapping is done.
In viewport I don't manage even to show spot proyected ones. Maybe I'm too newbie. In render, Omni does render cast ,I believe the case is that Blender only does shadows for spotlights.
I tell, you, once you set up your lights as you think you should, hit render, and in less than a second, at least you see howAnd the lights in OCT are point lights. It'd be possible to extend OCT/FSRad with other light types
Give a thought to what I mentioned... is better to save strenghts whenever possible.. But if you think there's better other(essentially by doing the "point light inside a cone" method I was just discussing, but doing it all internally),
but it'd be a mighty pain.
there's also 3 modes: solid, shaded, textured. Well, i think in viewport never is proyected...you need a render, I think,So, yeah. It does shading, but doesn't do shadows.
Does it match it? I mean, I have done so already, but the generated uvmap was different in shape/distribution... I evenMe: "You could do it, but you'd have to adjust the U and V parameters on the Lightmap page correspondingly so that it packs the texture the same way."
Vermeer: "No way..it'd have to be micro precission..matching pixels with UVs is really difficult , to not output light or
shadows unwanted bleeding"
I think you'd find it would be okay... you generate the OCT with 128x128, and that comes with texture coords. Then you create a 256x256 lightmap (twice the size) with twice the density --
hundred times betterthe UV coordinates should very close. Whatever -- it doesn't matter, since my extended version of the OCT format can output any size lightmap.
argh..beware, that's the main problem with slimshady and lume tools...caculations from models with no normals tend toMe: "But I've opted for an even simpler solution, which was to extend the OCT format to output any size
lightmap, and then modified my OCT2OBJ to work with them. Only a couple minutes of work."
Vermeer: "sounds good but...No normals this way?
ooopsThere's no way to get vertex normals out of FSRad, and actually... there doesn't seem to be any way to get
vertex normals into FSRad either!
wait...looked at ...todo.txt, inFSRad-004-LTMod\Project\Source\FSRad ...and....Earlier, I was assuming that if you read in ASE, it'd use the vertex normals, but I've looked through more of
the source, and I think I was wrong. I don't think FSRad uses vertex normals at all, which is sort of disappointing. Sad
Nope, I'm more worried in the fact if it does not take them in account while calculating, will probably produce hard cutsAs for vertex normals on output... this is largely a non-issue. Once the lightmaps are generated, the
not exactly the same, it has been baked the smoothness of very hi res unsmoothed (in normals terms) but very high countsmoothed appearance that the vertex normals provide has already been baked in unless you also want to
yep, no need. Dynamical lighting is other route, is too much info radiosity to put in realtime.dynamically light the mesh, which isn't that common, as far as I know.
Actually, it's less good if the artist did hardworked hard edges in OBJ, Max or Milkshape (Blender has not got them) making the smooth groups...but even so...workflow could be diferent...hehe, as it will end as OBJ, add the smoothing groups at last. Till then, and for sake of modelling with a close look to final thing, artist would apply an autosmooth value. That's even easy to apply by code, as is to whole mesh.Those artist which just are ok with just applying an autosmooth value, will not suffer from that. The others, can do the real final smoothgroups stuff importing the OBJ in Wings, Milkshape, or Max. ui have even worked in a company and used autosmooth..hehe.If you end up as OBJ, is never a real issue. They'll rebuild smooth groups or apply an autosmooth...Unless it's a way complex cathedral with 200,000 tris and loads of hard egdes...even so, there are quick tricksIf it was REALLY necessary, all is still not lost -- the normals still exist in the original mesh of the level, and a tool could be written that re-incorporate them into the final MIM.
Yup. Exactly. I only then would need to test it to export OBJ and tgas, and see if with available free tools, one can deal with possible problems (there are allways problems in 3dAnyway, with this new knowledge, it seems like my OCT exporter for Blender is really as far as I need to go. switching to ASE or whatever won't really be a gain since FSRad doesn't seem to do anything with the normal information.
Yes, not a big issue.Well, they only need to use it for lighting, really.
yes, OBJ import into blender, *.3ds, and others, already work great.They could model in whatever they want. And if there was demand, it's
No need. It's only handling lights as they do in any level editor. No big thing. Import and export, just that.just a matter of writing an OCT exporter or some sort of converter for whatever modeling package. I could write a program to get lights from DeleD fairly easily, for example, if I was inclined.
As you see, but...Again, if you end up in final point -previous to --->MIM- in OBJ...the workflow would be easy for fianl fix by the artist. Surely anyway he'll have to rebuild normals so...If I understood well...the artist could grab the oct...convert to OBj with your tool...and now produce a duplicated mesh...from the OCT.if actually mesh didn't change that much...-you says it did..then..danger...- even lithunwrap imports *.lub file into another file.Old OBJ will export into this more transformmed OBJ. Seems here it works with no problems if just one material, one group..I think in the comercial version I have, Ultimate, doesn't matter if several materials. Anyway, restoring textures and materials is really easy in any tool. Is only UVs what could be a problem. If mesh did not changed, it could be worked this way.Well, it has a shortcoming at the moment. My Blender OCT exporter doesn't output any texture information in the OCT, and both the exporter and FSRad itself (I think) do some manipulation of the mesh. Thus, I can get the lightmapped level into Irrlicht, but there's no way to get the texture on it too, as using OBJ2MIM to merge a texture OBJ and the lightmap OBJ requires that the two meshes be the same. I think the OCT could hold the texture information too. Indeed, this would be a simpler workflow. Now that it seems like I may be sticking with the OCT exporter (I was originally just planning to use it to experiment with because I thought I'd want to switch to ASE to get vertex normals), I guess I should see about implementing this.
Kind of a bummer about FSRad apparently not supporting vertex normals.
Not only for that...i find many other advantages...I play with light color, position light properties, lightmap size (a maximum of 4096x4096pixels, anywayI guess that's why you'd buy gile[s].
Do you refer over an FSRAD tga in a 2d aplication? yep...indeed, this is done some time in real situations...Indeed, Giles have the interface, but painting in 3d, and I suspect not only for fixing..Indeed, before you came with this possibility, and I was actually going to use wityh a friend of mine Irrlicht for a project, I even considered to use a 3d painter (I have Deep Painte3d purchased, but the free for non comercial Tatoo, can do) just painting like when one paints an oil..in 3d, over it, a lightmap..some shadows, export the shadows only tga, and overlay in second channel..when i commented it..I was told..that there was not a format supporting two uv channels, so it was impossible even to do that fake ...It still seems like it'll have its uses, and you could always paint over really objectionable parts by hand.
The problems I see are not if normals don't get finally in the object. restoring it to an OBJ is easy. (if used just an autsmooth is dumb easy in an art tool, or in code(sometimes a setting in importer, a command line switch..) )I'm not sure what the other good possiblities are. Add vertex normals to Lord Trancos' tool? Try converting the ray tracer I've been toying with into a lightmapper?
yup, I knowAs for release times...
I'll probably put something up in the next couple of days. Expect bugs and shortcomings. Smile I've only done a certain
amount of testing. Indeed, I CAN only do a certain amount. And tools like CSM2MIM, I'll probably never have real
occasion to use myself.
YAY!And in other good news, which I just have to relate because I'm just so darn happy about it... I've been annoyed with the speed of OBJ2MIM.
WoahI even did a lot of optimizing on it, fixing lots of things that I find usually slow stuff down, but stilll...
for a 420kB OBJ file, it was taking upwards of 15 seconds on my machine to do the conversion (maybe even upwards of
30 seconds or so). I just couldn't stand it anymore, so I gave another pass at optimizing it. I guess I should have profiled
the code instead of optimizing blindly, because the slowdown wasn't anything I'd have guessed. Anyway, it takes about
three seconds now to convert the same OBJ. Will sure save me some time testing!