.MAP files
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Murphy =P
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Guest
yeah, but maybe someone can create the .map to load the lights with the irrlicht lights... cause i realize when I export a level from gmax, it containts light information for the bsp quake compiler thing. Why not just load that directly into irrlicht, and have irrlicht set the lights up as nodes and such...
This could be done instead by extending the BSP loader, which I think would be preferable.Anonymous wrote:yeah, but maybe someone can create the .map to load the lights with the irrlicht lights... cause i realize when I export a level from gmax, it containts light information for the bsp quake compiler thing. Why not just load that directly into irrlicht, and have irrlicht set the lights up as nodes and such...
When I was writing the MIM and OCT loaders, I wondered if maybe there should be a standardized way to load lights from a file. This would be another reason to consider that.
You realize, of course, that loading those lights will have a very different effect than running it through the BSP lightmapper and using the lightmapped lights. No free shadows, and the accuracy is limited to the vertex density of your map. To see what I'm talking about if you don't know, go into your Q3A settings and switch the lighting mode from lightmap to vertex.