Murphy's Irrlicht Mesh file format

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vermeer
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Post by vermeer »

hmm...

too long message..don't read it , Murphy.

conclussion of it:

- If you can send me by PM or something an alpha version of the tools, (i don't need obj2mim) , I can see if with workflows can avoid you some coding.

Normals can maybe not be an issue, actually,.It depends.
Once I can have OBJs out of OCTs, I will be able to tell, in conjuction with my art tools.

Just to avoid you a full page post reading ;)
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vermeer
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Post by vermeer »

hmmm...I'm thinking of deleting that last long thread...

I apologize, I just start writting and forget...
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Murphy
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Post by Murphy »

I've broken all the images for the moment. Sorry, I'll fix them later.

I've been pressed for time this week and have spent a lot of my free time on something else, but I am working towards a release on this stuff, and you will see it soon, I swear. :)
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Post by vermeer »

don't feel pressured, I was just fearing my long messages... ;)
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Murphy
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Post by Murphy »

I've been majorly distracted by other things, but here's a little status update for those following the thread.

I think I've got the OCT exporter for Blender exporting texture information and coordinates now. Hopefully they'll get carried through into the OCT that FSRad outputs. Then I should be able to modify my OCT2OBJ to output two OBJs (one for textures, one for lightmaps), which could then be recombined into a single MIM using OBJ2MIM.

So, that was the plan before, and it's now half-ish done, I think.

I'll keep you posted.


Vermeer:
In regards to shadows in Blender... yeah I'm just using it as it comes, and point lights don't cast shadows. I haven't looked into setting up a raytracter for it, but obviously it should cast shadows if it's being raytraced. You can get a fast raytraced preview, huh? Cool. That'd make Blender + FSRad an even nicer tool for doing lighting.
nitroman

Post by nitroman »

Add vertex normals to Lord Trancos' tool?
--------------------------------------------------------------------------------



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.
Here you can check the discussion about vertex normals:
http://irrlicht.sourceforge.net/phpBB2/ ... l&start=30

Screenshots here:
http://www.geocities.com/dxlab/tmp/lmnew.htm

He even posted binairies:
http://www.geocities.com/dxlab/tmp/lmtools_alpha.html
But I don't know if he posted the source... Maybe you can e-mail him?
If he didn't changed, his e-mail is: lordtrancos AT dubmail DOT net

Hope it helps. BTW great work!
Sorry, I think I didn't understand correctly what you wanted to do...
so forget that...

I would love to use FSRAD with irrlicht but for the moment it's very difficult....
Your way seems great! :D
**Offtopic** BTW would it be possible to have "sunlight" type of light? Maybe a big plane above the map with emmissive light? Then, I could somehow remove the plane in irrlicht (but there will still have lightmaps on the map...). Then I could add a skybox.

Would it work? Because using many "points lights" for simulating light that come from the sky is a pain (that's how I do it in my current quake3 bsp map...)
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Post by Murphy »

nitroman wrote:Add vertex normals to Lord Trancos' tool?
...
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.
...
Hope it helps. BTW great work!
...
Sorry, I think I didn't understand correctly what you wanted to do...
so forget that...
Nope, you understood! Yes, I was basically talking about replicating LT's work as far as adding vertex normals to his lightmapper. I knew he'd done some work on it, but I wasn't sure if the source for that had been released and he said it had some unresolved bugs anyway.
I would love to use FSRAD with irrlicht but for the moment it's very difficult....
Your way seems great! :D
That's the idea! I hope you find it very easy once I can pull a release together (I'm just waiting until I can finish the above-mentioned OCT2OBJ improvement).
**Offtopic** BTW would it be possible to have "sunlight" type of light? Maybe a big plane above the map with emmissive light? Then, I could somehow remove the plane in irrlicht (but there will still have lightmaps on the map...). Then I could add a skybox.

Would it work? Because using many "points lights" for simulating light that come from the sky is a pain (that's how I do it in my current quake3 bsp map...)
Having a big light emitting plane above the map to emulate sunlight is something that FSRad can do. I'd probably be willing to put some work in on this later. Here's some thoughts on the problems:
  • 1. I don't think the OCT format has support for light emitting polygons. I could either hack this in, or could work on a workflow based on the ENT format (or maybe LT's ANT variant) instead.

    2. Since Blender doesn't support the concept of light emitting planes, there's a small question of ... well, how do you want to set this up? At the moment, I think maybe something along the lines of setting the texturemap of the object to a special "sun" image, and tweak the material colors to set the color to be emitted... then the exporter would convert that to a light emitting polygon. Not sure how you'd set the intensity off the top of my head, but I haven't really thought about this yet. :)

    3. One of the downsides of this is that you'd never be able to get a good simulation of this in Blender (since Blender has no support for this concept). One of the things I like about the current in-progress workflow -- you can sort of see what you're doing without having to actually go through and render the lightmaps. But oh well. It'd be a tradeoff of having another way to do certain tricky lighting. It'd also be good for things like neon lights and stuff that are very close to a wall, where it's a pain to set up point lights in such a way that you can't see "hot spots" from each one on the wall.
So, yeah. It's absolutely possible, there's just no really good way to do it yet.
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Post by vermeer »

you can setup the material so to accept raytraced projected shadows. If you don't do so, it wont project them. You need to activate "traceable" in the level object material/s.

You have to set up raytraced shadows also in the omni light properties.
Ray Shad button.

you need to setup RAY, and SHADOW buttons on, also. In render buttons.

There are other several settings I quick switched one (one could prepare an scene that has similar lights to fsrad, so to get more wysiwg. Well, i know what is nearer GI, so, basicly you at least have one clue )

But as for to know the shadows directions and general ambience..omni point lights with raytraced shadows are enough.Of course, depending on your fsrad settings, shadows will be stronger, or less delimited. In real life shadows are not that hard as raytraced shadows in Blender.But gives an idea.

And ofc ocurse, setting good OSA values will make it look better but defeats the purpose of a quick preview.

I put a render with and without ambient occlussion,.All are set with quadratic loose of power, but anyways, it defeats the purpose of quick preview.

I think it can work already.

But is all based in the render button. As just the ogl viewport is no good. In that is even better the wings3d one.

But with the render and material and light settings, is preferrable Blender for thsi of setting the lights.


http://img134.exs.cx/img134/6079/blenderomni8ii.jpg
http://img156.exs.cx/img156/8687/blenderomni25wv.jpg


About the SUN light...hehe...use raytraced shadows, again, with the SUN light type i n blender :)

http://img141.exs.cx/img141/2070/blendersun5nd.jpg


sumarizing, for the preview thing, blender's quick scanline render, with those settings and a ful OSA, and OSA of 5, is way good enough, and fast enough :)

remember u also have spot, hemi, area, point(lamp), besides SUN.

Also, u can make a material EMIT lights(so u can create so a material, but it wont spread light. Is only I think a way to make self illuminating material. I suggest better SUN light in Blender for that purpose.

I made so to avoid to opaque shadows, as I am not gonna fake a radiosity solution inside Blender when I only wannit for a quick previewer. that is, knowing or thinking a bit on how real life happens , it must give an aproximate thing to fsrad later on, and in the worse case, serves for giving the shadows projections of sun ,or omni lights. Even teh egeneral ambience if using those lights u use a low or powerful intensity or that or this colored lighting. Of course, is an aproximation, but hey, I think is enough.

of course I already can output the think 100x100 wysiwig and very realistic thanks to giles and OBJ2MIM and MIM format, all the kudos here to you Murphy, again. :) And this works for ANY highend package 8)
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Murphy
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Post by Murphy »

Thanks for the info on getting better previews in Blender, Vermeer. I'll look into it later. :)
vermeer wrote:About the SUN light...hehe...use raytraced shadows, again, with the SUN light type i n blender :)
...
remember u also have spot, hemi, area, point(lamp), besides SUN.

Also, u can make a material EMIT lights(so u can create so a material, but it wont spread light. Is only I think a way to make self illuminating material. I suggest better SUN light in Blender for that purpose.
Yeah, you have those other light types, BUT... FSRad and OCT only have support for point lights. :) Direct support, anyway. Well, to be really technical about it (I'm not sure I've mentioned this before), FSRad only has support for light emitting polygons, like the ones in ENT files. Point lights loaded from OCT/ASE/whatever are done by creating two infinitely small light emitting triangles, I think.

The problem with using Blender's sun light type is that I don't think it easily maps to any concept supported by FSRad. For one thing, it's of the same strength everywhere, regardless of distance. Secondly, it's not positional.

The "native" method of FSRad is light emitting surfaces, since that's really how radiosity renderers work. I think I was on a decent track earlier... export ENT from Blender. Have the exporter notice a special texture image or material name (i.e. LIGHT_whatever) and know that it's supposed to emit light. Use the R, G and B of the material for the color, and -- I didn't think of this before -- use the transparency setting for intensity. The only real question is how to remove this object from the actual geometry after the lightmaps are generated. Kind of hacky, but if implemented it'd at least let you do suns and fluorescent/neon lights and stuff decently.

Work and thought for another day.
I made so to avoid to opaque shadows, as I am not gonna fake a radiosity solution inside Blender when I only wannit for a quick previewer. that is, knowing or thinking a bit on how real life happens , it must give an aproximate thing to fsrad later on, and in the worse case, serves for giving the shadows projections of sun ,or omni lights. Even teh egeneral ambience if using those lights u use a low or powerful intensity or that or this colored lighting. Of course, is an aproximation, but hey, I think is enough.
I think it's enough too. It's far more than you get with Radiant, and people used that for ages. As you say, just being able to get a general idea of the shadow projections and colored lighting... I think that'll be invaluable. I know that I sometimes end up with dark spots in maps and have to go back and light them. It'd be nice to see it as I go because maybe I'm mis-imaginging the lighting.


On a sidenote, my new website is starting to be up, so I'll fix the screenshots in this thread soon, and I'll have the proper place to put up the files. http://www.constantthought.com
vermeer
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Post by vermeer »

"Thanks for the info on getting better previews in Blender, Vermeer. I'll look into it later. "

Indeed, I forgot to emphasize that those are used with omni (point lights...actually in Blender called Lamp, in Max called

Omni) I was a bit tired yesterday and I wrote with not much sense. So, in a step by step (hope to not forget any) :

-add a light, "lamp" type, which is the one you want.

-click on shading(F5) button.In main toolbar. Appear new icons at the right, then in the light bulb icon, that is , light

settings.There you could even change light type, but leave it as lamp.You can transform an existing light type to another

type. Great advantage over other packages. ;)

-set in these light settings area, "RaySHad" button pressed (it gets dark green instead of grey)

-You have values like energy, that gives power of light.

-quad and sphere can be activated here. As well as then u can play with quad settings. All this stuff unless I am wrong, is

to play with attenuation (also present in Wings3d) so that u play with the distance when light disminished and how is the

progression.U can leave it off, it just will look nicer and more real, is up to you for the preview, as wont be ported to

FSRAD. Though, some of the stuff is needed to be switched on as if not, some basic rendering can't be done, as we'll see.

I have checked, though, that with basic needed feature (and idea of general lighting depending on power, nº of lights,

light color and position, proyected shadows, all these values can be translated somehow to fsrad, just never will look

equal, but a raw idea ) is balzing quick in render. The basic scanline render of Blender is pretty fast, if not too much extra

settings are trigered. Ok, that's it for light settings, no need to make it more complex

-Now material settings. You do need to do this with every material you want shadows in, usually , any material in scene,

of course. (perhaps except a neon light emitting material) Right click on the level object to select it and configure his

material. Ok, again F5, the shading buttton. That is , the shaded spher icon between scripts icon and object (the 3 arrows)

icon. Or hit F5. But now, in the new icons that will appear, hit on the other shaded sphere icon, not in the light bulb. Just

at the right of light bulb. You can add a texture inside a material (if i am not wrong you can also link a material with ctl+l

, but not sure now) . But to the point : in standard material settings (not in texture) set :

* Traceable, shadow,trashadow ON. Buttons pressed, I mean.(shadows, if u want shadows ;) ; trashadows, so to allow

subtle transparent shadows, traceable, so material would cast shadows or detect ray traced shadows. Set the 3 on.)

* OK, for now u have all you need. But so to get it more useful, some more settings : standard specularity and reflection

values maybe to high, and the material would have burning white areas for this. Set spec to zero, or much lower, and if u

disminish reflection also (less recommended) , u'll need to increase light power.

* Beware, standard perspective-camera view maybe too fish eye. While u can change the FOV of viewport view, I tend to

find easier to manage stuff in ortographic "user" view, (tap 5 in numeric pad to toggle).
Also, a great tip. U can align your existing camera to any angle you are viewing now in viewport just hitting ctrl+alt+0

(numeric pad also only, I think, in this case)

* Light wont go through the level walls, if light is outside the building.

* U can have "backface culling" view (that is, if u look at the level from outside, from th back side of the wall, from

outside I mean, you will then see all interiors: faces poiting opposite to u are not rendered in viewport (but they will in

render, and will occlude cameras and lights, of course) QUITE cnvenient for level editing, don't forget. ) ONLY if you

texture the model. Dunno if it forces it to be an UV texture (that is, loaded in UV Blender window) , or enough if it is just

in texture slot. Just i don things automatically, only remember at the moment of doing ;)

* The rotation system of the world, imho is not as good as Wings3d's. U need to think on how u click on space, better said,

where. As what ur doing actually is like move a table, like if u had the level on a wood table that ur moving and rotating:

if u click and drag with middle mouse in riht are, u "lift" the table, rotating, by that side. I got more or less the hang of it.

But like allways, find more comfortable Wings. yet though, I yet keep thinking Blender is better thanks to the load of

settings in materials and lights, and the render function (the ogl render preview in wings is good but not for this purpose)

* you can add ambient occlussion (world(blue) button), full osa (material settings), OSA rendering (value 5 is fastest, I

think) , but then again, this all can defeat the purpose of a quick render preview, as all what is wished is an overall

ambience look, and shapes of projected shadows . I don't think is possible to translate much more to Fsrad, and even so,

it'll look quite different , but the main intention will serve :we want a weak light, near to ground, red color, projecting

long shadows. All that can be previewed in Blender. It'll look different, but will serve for the purpose of the general

purpose for teh game, which is the important matter. of course, with the use, people will become more and more used,

and will learn how to setup the Blender scene to make it more accurate to fsrad later output, so to "imagine better".I

guess the way to go would be after this use, save the standard lighting and write down(or just remember) main material

settings (u can reuse perfectly the lights, world/ambient values, etc.Even materials. ).So this scene would be reused for

every level :) Ideally would be that way, but this all is not really necesary.

* if in material settings, you increase the emit light setting, u'll have a quick way to illuminate the scene. Of course, is not

accurate, but how fast in render ;) (instead of adding more lights ;) ) It also makes shadows look more realistic ;)

If something does not work for you, then is just I have forgoteen something. Say so if is the case.


"Yeah, you have those other light types, BUT... FSRad and OCT only have support for point lights. Smile Direct support, "

ok, all those pics are done with point lights. Maybe putting a point light *really* far,(with very small attenuation, and a lot

of power) has a similar effect, in case it does not offer calculation problems to fsrad.beware light attenuation then in

fsrad.


"anyway. Well, to be really technical about it (I'm not sure I've mentioned this before), FSRad only has support for light

emitting polygons,"

I'd bet for just OMNI (lamp, point lights, whichever the names) with he raytracing shadow explained settings.


" like the ones in ENT files. Point lights loaded from OCT/ASE/whatever are done by creating two infinitely small light

emitting triangles, I think."

I see...

"The problem with using Blender's sun light type is that I don't think it easily maps to any concept supported by FSRad. For one thing, it's of the same strength everywhere, regardless of distance. Secondly, it's not positional."

You mean in Blender, or in fsrad? In blender, maybe sun is. But omni accepts a basic distance disminishing, and also make quadratic attenuattion, if you wish. (like seen in screens)
Not positional? Sun in blender can have it's position and direction changed...that is,is a directional light, like area, spot, hemi. Only Lamp has not got a direction (point light)

"The "native" method of FSRad is light emitting surfaces, since that's really how radiosity renderers work. I think I was on "

maybe it is just about convert somewhat basicly a blender point light inwhat is position, color and intensity into fsrad. I don't think much more accurateness is possible... (the basic effects (proyected shadows, general amnience/color)could be previewed so with a quick render in blender. Enough to go, surely. ) If later on is possible to have also access to porting the per-distance lighting dismishing the blender offers in its light properties, great. But imho for a basic preview, is not that essential. BTW, if you want to play with that setting in Blender, in the lamp settings, besides La:Lamp , you have a Dist:20 (for example) value. at that distance value, intensity is divided by half.("sphere" will set light to zero after surpassing the distance value) .Quad attenuation is just better attenuation, and has two settings. Dunno much about them, I have them also at Wings3d.

"a decent track earlier... export ENT from Blender. Have the exporter notice a special texture image or material name (i.e.

LIGHT_whatever) and know that it's supposed to emit light. Use the R, G and B of the material for the color, and -- I didn't

think of this before -- use the transparency setting for intensity. The only real question is how to remove this object from

the actual geometry after the lightmaps are generated. Kind of hacky, but if implemented it'd at least let you do suns and

fluorescent/neon lights and stuff decently."

You mean then using a standard coloured or textured polygon in blender to be use for extra lighting like small light bulbs, etc...? maybe, but...that has not actual preview of lighting in Blender.

Imho best way sounds could be traslating an omni to whatever.

the ant format fromTrancos was adding support to UVs, and his fsrad modified tool (the one I have been using) supposedly supports the UV thing. As seems there was plainly no support, so Trancos add it to the format (geenrated an improved one: ant from ent) , also made command line tool to support it, and I think he also modified fsrad to support it..but don't not sure about it now.

Hmmm...perhaps then a blender script or plugin, to export the scene to ANT format, as this is directly opened by FS Rad modified by Lord Trancos. As FSRAD generates its own UVs, we stil need a geometry export out of it... so, grab the output OCT from Tranco's fsrad....maybe you may wish to get into Fsrad modified code, and start from that, as UV support is already there, to "simply" add the possibility of render also at higher lightmap resolution, not just 128x128.
Lastly the OCT2OBJs would be my preference, so it'd output both OBJs, lightmap and texture one, so to load in an standard way with OBJ2MIM already done. I prefer that as if there's some error, or detail to be added, and OBJ and a tga is so universal...you can open everywhere and fix it. Anyway, if you prefer it for being easier, a direct OCT2MIM, as you prefer, but if is equally hard, I'd vote for OCT2OBJs(+2 tgas, of course), for reason given...

I think all Trancos code is in the site to download, as he was using an already open source aplication and modifying it. I guess you can grab that code and adapt it for what is yet pending :)

I think it's quite good already if he blender->ant can be done directly, if UVs are preserved (now I guessed)...wait...Fsrad does make ahuge subdivision...does the oct ouput is exactly the same? is it uber high res? would not be usable...? If the mesh being exported is low res, even if it has chaanged (once changed we can't afford to make the import UVs trick in Lithunwrap tool ) , there's still hope. If you do a final code to convert OCT2OBJs, and the oct is not high res, then the only thing to notice is that...the uv maps for UV channel1 would have to be done now, and not before. Is not very usual to do the lightmap before it has been textured, but at least is a way. So the artist would do the channel1 UVs and texture it AFTER lightmapped. If the path choosen was OCT2OBJs, then no issue for him.While being same geometry, is two independent files; he does not need an special comercial tool to work with 2 uv channels, but only one. He will pick the OBJ nº 1, and he will uv map it, asign his textures, export the OBJ+mtl. ready to go together with the other OBJ (same mesh) + the tga bitmap (fsrad bitmap lightmap)+ mtl. And load into Irrlicht with OBJ2MIM

I see the path quite flexible: Blender preview, export to Fsrad. Do the lightmaps in FSRAD, export, use OCT2OBJs. Then uvmap+texture the "texure OBJ" (channel1 in MIM) as he wish. With the UVs he/she prefers to make, are independent of the other OBJ. Then now is more a matter of the coder part, he'll use your existing OBJ2MIM, and they're done. :)

"Work and thought for another day.
quote: I made so to avoid to opaque shadows, as I am not gonna fake a radiosity solution inside Blender when I only

wannit for a quick previewer. that is, knowing or thinking a bit on how real life happens , it must give an aproximate

thing to fsrad later on, and in the worse case, serves for giving the shadows projections of sun ,or omni lights. Even teh

egeneral ambience if using those lights u use a low or powerful intensity or that or this colored lighting. Of course, is an

aproximation, but hey, I think is enough.

I think it's enough too. It's far more than you get with Radiant, and people used that for ages. As you say, just being able "

Absolutely.


"to get a general idea of the shadow projections and colored lighting... I think that'll be invaluable. I know that I

sometimes end up with dark spots in maps and have to go back and light them. It'd be nice to see it as I go because

maybe I'm mis-imaginging the lighting."

Actually, Blender would give you quite a good "planned lighting" thing, better than in most editors.
And fsrad lightmaps are definitely of more quality.

(and GILES being used with obj2mim, a dream come true ;) )

"On a sidenote, my new website is starting to be up, so I'll fix the screenshots in this thread soon, and I'll have the proper

place to put up the files. www.constantthought.com"


Checked it.Nice design :) And curious name ;)
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Post by vermeer »

"a decent track earlier... export ENT from Blender. Have the exporter notice a special texture image or material name (i.e.

LIGHT_whatever) and know that it's supposed to emit light. Use the R, G and B of the material for the color, and -- I didn't

think of this before -- use the transparency setting for intensity. The only real question is how to remove this object from

the actual geometry after the lightmaps are generated. Kind of hacky, but if implemented it'd at least let you do suns and

fluorescent/neon lights and stuff decently."


Well, as a total solution i'd prefer the blender lamps..but if you meant simply there's no othe rway than texture an special polygon , and forget about lighting preview, ok , also... Then any modeller supporting OBj would do, then...no need it be Blender, as no lighting used. I mean, lithuwrap or Wings3d, could do it, too. Still the important issuse are: getting it into ant format in a way easy for the masses,(command line tools tend to leave people behind) output an oct that allows larger lightmaps, and a tool to convert OCT+lightmap to OBJ+lightmap. (if uvs of base texture were not respected by FSRAD, and destroyed then...it does not matter. The user can easily du0plicate the OBJ single exported out of OCT and generate the UVs for base texture, as anyway, he could not have done previously) And then OBJ2MIM util.
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Murphy
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Post by Murphy »

l, not any modeler would do, really... I'd be writing a specialized ENT/ANT exporter for Blender to translate special materials into light emitters. The big downside, as you noted, is that you don't get a preview. The advantage is that you'd be able to do it, and you'd be able to do it from inside Blender's GUI and straight into FSRad instead of having sort of cumbersome intermediate steps like with LT's workflow.

Adding support for texture coordinates into ENT (which is what ANT is) is not difficult. I could do it myself or incorporate LT's method. Also, I seem to remember hearing that the ENT format has support for texture coordinates already, it's just not implemented in FSRad. One way or another, it's not problematic. The bigger effort is writing the ENT/ANT exporter for Blender.

As for OCT2MIM vs. OCT2OBJ... I've currently only got an OCT2OBJ, though the released version is going to have a switch to take the output and run it through OBJ2MIM automatically, so you can do it in one step in simple cases.

As for FSRad's subdivision -- it's not a problem. That's generally how radiosity renderers work, but that's just for calculating the lightmaps. The output file has the same (or very similar) geometry to the input file.

As for the special polygon vs. Blender lamps... yeah, implementing all of Blender's light types in FSRad would be difficult as best. Moreover, the emitting surface concept has the advantage of being how FSRad actually works. It's a worthwhile feature, just not a high priority for me.

As for Blender's light attenuation settings... they're useless except tuning them to try to be as close to FSRad's as possible. :) FSRad doesn't have flexible attenuation, I'm quite certain. It's always the same algorithm.

As for "Actually, Blender would give you quite a good "planned lighting" thing, better than in most editors."
That's what I was trying to say. :)


Also, the screenshots are fixed. :)
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Post by vermeer »

I see..

then , something remain unclear to me...Are you going to try to export the point lights(so to have the preview) in blender to ent or ant?

"The bigger effort is writing the ENT/ANT exporter for Blender. "

Just curiosity, are you doing it with the typical python exporter script, directly from inside Blender, or are you using some more complex c++ ? Well, for me everything is complex, as I can't do code.
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Murphy
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Joined: Mon Dec 13, 2004 12:06 am
Location: United States
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Post by Murphy »

Well, for the moment, I'm not doing either. :)

I'm going to finish OCT2OBJ and release the code and let the project sit for a while, maybe fix bugs that come up.


However, if/when I do ENT/ANT export from Blender, I'll do point lights in addition to emitting surfaces.

It'll be in plain old Python, just like the OCT exporter.
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

selfishly speaking, in what I am more interested is just in OBJ2MIM (for Giles, in my case, or maybe in advance for my XSI. Though not in a project, now.)... ;)
Finally making games again!
http://www.konekogames.com
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