Maplet is now free
murphy's MIM tools do allow asigning the texture to an OBJ, and with the same OBJ, you asign in basic channel 1 also, the lightmap generated tga (by WHICHEVER the lightmapping tool) , as if it where also a texture, and save with other name (Giles has that automated: when u export as OBJ, it generates two, the second is called whateverthename_LM.obj ...lol, my idea of the two objs was previous to discovering that giles had that... )
That is...ANY tool that makes the tga, will do. And u actually don't need a long workflow...hmmm...maybe yes..as I don't remember if...Well, if the x file that (b3d is two UVed, so it'll output in the second channel, no good for u) slimshady outputs (I used slimshady too) does puts the lightmapping coords, (which would be in second uv channel if export with b3d) IN THE CHANNEL 1...then that long workflow is not needed. In case it is so, it'd be :
- Ok, you have ur object with a texture applied. Simple. Keep a copy of it. Import into slim shady. Generate the lightmap. Export as x (in case the uv coords of lightmapping are put into channel1!! Unless...euh, maybe slimshady did used the channel1 coords, can't remember now, that case would be good for u too) . Convert the x to OBJ (keeping the lightmap in channel1, or if not, asigning yourself to channel1, like normal usual apply of a texture. Lithunwrap is perfect for this (look in TOOLS DEPOT, in signature))
-If the initial model u had previous to import into slimshady, was not an obj, u can easily convert it to an OBJ+texture also with Lithunwrap. Great tool.
-Now u'd have 2 OBJs, identical in mesh, as only should have changed the UVs. Just u asigned to the second the lightmap tga.
Just run OBJ2MIM and to load in irrlicht use MIM loader. End.
...But all that if u were lucky to grab Mim tools during the little time it was up...MIMTOOLS final version gonna be uploaded, the man got fried the BIOS and hd is not working with his changing town/area adventure... But he has it, so he'll release it at some point(and I can tell u is really a sweet set of tools... ).
That is...ANY tool that makes the tga, will do. And u actually don't need a long workflow...hmmm...maybe yes..as I don't remember if...Well, if the x file that (b3d is two UVed, so it'll output in the second channel, no good for u) slimshady outputs (I used slimshady too) does puts the lightmapping coords, (which would be in second uv channel if export with b3d) IN THE CHANNEL 1...then that long workflow is not needed. In case it is so, it'd be :
- Ok, you have ur object with a texture applied. Simple. Keep a copy of it. Import into slim shady. Generate the lightmap. Export as x (in case the uv coords of lightmapping are put into channel1!! Unless...euh, maybe slimshady did used the channel1 coords, can't remember now, that case would be good for u too) . Convert the x to OBJ (keeping the lightmap in channel1, or if not, asigning yourself to channel1, like normal usual apply of a texture. Lithunwrap is perfect for this (look in TOOLS DEPOT, in signature))
-If the initial model u had previous to import into slimshady, was not an obj, u can easily convert it to an OBJ+texture also with Lithunwrap. Great tool.
-Now u'd have 2 OBJs, identical in mesh, as only should have changed the UVs. Just u asigned to the second the lightmap tga.
Just run OBJ2MIM and to load in irrlicht use MIM loader. End.
...But all that if u were lucky to grab Mim tools during the little time it was up...MIMTOOLS final version gonna be uploaded, the man got fried the BIOS and hd is not working with his changing town/area adventure... But he has it, so he'll release it at some point(and I can tell u is really a sweet set of tools... ).
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
hmm. Maplet seems like a very simple level modeler. The thing I don't like about it, though, is that it has no import. You can't take your level into some more advanced program to do more sophisticated mesh operations and then bring it back into Maplet. I suppose Maplet could be useful for modeling the basics of a level, then finishing touches could be added in another program.
Does anyone know a good program that can import a .b3d and export as .x or .obj or something? If so, Decorator could be useful even in conjunction with non b3d tools.
Does anyone know a good program that can import a .b3d and export as .x or .obj or something? If so, Decorator could be useful even in conjunction with non b3d tools.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
-
- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
Ok would this work?
1.)create a basic level in Maplet save as a B3D file
2.)use decorator to touch up the textures save as B3D file
3.)use Slim Shady to add additional static meshes save as a B3D file
4.)use JTEdit to load the B3D file and then save as a 3DS file
5.)load 3DS file into blender place lights then export using Murphy's OCT exporter
6.)Load OCT into FSRad to create lightmap.
7.)load resulting OCT into irrlicht using Murphy's COCTLoader.
1.)create a basic level in Maplet save as a B3D file
2.)use decorator to touch up the textures save as B3D file
3.)use Slim Shady to add additional static meshes save as a B3D file
4.)use JTEdit to load the B3D file and then save as a 3DS file
5.)load 3DS file into blender place lights then export using Murphy's OCT exporter
6.)Load OCT into FSRad to create lightmap.
7.)load resulting OCT into irrlicht using Murphy's COCTLoader.
It would...
it should.
Just only... I think that path would loose the smoothing vertex normals (it'd all look flat shaded...) But depending on the level geometry, it could be enough....
hey...hmm..yet though, you don't need 1,2,3,4 ...not even 5 if u know how to use Blender well...
For those not having Giles or other lightmapper, and as OCT format doesn't support smooth shading, I'd recommend using MIM tools (those having them already or wait a bit till final is released) in the worflow....
Like...
- Blender --> oct exported(with lights)-->open oct in murphy's modified FSRAD, make the lightmaps, so exporting an lightmapped oct---> use the great murphy's tool OCT2OBJ, now u'll have two OBJs. U can add smooth shading to it using Wings3d(setting auto smooth angle, or manually setting which u want as hard edges). Use now the 2 objs with OBJ2MIM.Load the mim in irrlicht with MIM loader.
I know is a longer workflow but u'll have smoothing normals, and more control as end up with 2 objs.
Yet though the pitty is... FSRAD does not consider curved surfaces, neither does LM tools, neither Slimshady....No free lightmapper doing thos, actually.
So that workflow imho is a s good as u can go for free....
The lightmaps would be nicer for radiosity, than if generated with Slimshady, Deled, or LM tools.
Notice also that is using tools (modified fsrad by Murphy was edited to work in linux Wine, too) that work in both Linux and Windows (Blender, modified srad, Wings3d)
is a bit different than what Murphy maybe thought as standard path, but imho is good way
it should.
Just only... I think that path would loose the smoothing vertex normals (it'd all look flat shaded...) But depending on the level geometry, it could be enough....
hey...hmm..yet though, you don't need 1,2,3,4 ...not even 5 if u know how to use Blender well...
For those not having Giles or other lightmapper, and as OCT format doesn't support smooth shading, I'd recommend using MIM tools (those having them already or wait a bit till final is released) in the worflow....
Like...
- Blender --> oct exported(with lights)-->open oct in murphy's modified FSRAD, make the lightmaps, so exporting an lightmapped oct---> use the great murphy's tool OCT2OBJ, now u'll have two OBJs. U can add smooth shading to it using Wings3d(setting auto smooth angle, or manually setting which u want as hard edges). Use now the 2 objs with OBJ2MIM.Load the mim in irrlicht with MIM loader.
I know is a longer workflow but u'll have smoothing normals, and more control as end up with 2 objs.
Yet though the pitty is... FSRAD does not consider curved surfaces, neither does LM tools, neither Slimshady....No free lightmapper doing thos, actually.
So that workflow imho is a s good as u can go for free....
The lightmaps would be nicer for radiosity, than if generated with Slimshady, Deled, or LM tools.
Notice also that is using tools (modified fsrad by Murphy was edited to work in linux Wine, too) that work in both Linux and Windows (Blender, modified srad, Wings3d)
is a bit different than what Murphy maybe thought as standard path, but imho is good way
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Since when does JTEdit either load b3d or save .3ds? I have JTEdit 0.28 (which I though was the latest version since development stopped) and the only thing it loads or saves besides its own format is .x.Anonymous wrote:Ok would this work?
4.)use JTEdit to load the B3D file and then save as a 3DS file
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
Biturn (http://mirex.mypage.sk/index.php?selected=1 supposedly converts from b3d, but I couldn't getb3d import to work. I got errors.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
Electron wrote:Since when does JTEdit either load b3d or save .3ds? I have JTEdit 0.28 (which I though was the latest version since development stopped) and the only thing it loads or saves besides its own format is .x.Anonymous wrote:Ok would this work?
4.)use JTEdit to load the B3D file and then save as a 3DS file
I have the same version.
1.)open JTEdit
2.)In the File menu click open...
3.)Now click the drop down list that is named "Files of type"
4.)Blitz3D will be the last option *.b3d
5.)open the file
to save as a .3ds just choose save as... same steps as above
will see if I can find the download link to the program again.
When I have more time I will check to see if the smoothing vertex normals are lost. Not having the smoothing vertext normals may just be the price I pay for not being able to use Blender effectively.It would...
it should.
Just only... I think that path would loose the smoothing vertex normals (it'd all look flat shaded...) But depending on the level geometry, it could be enough....
hey...hmm..yet though, you don't need 1,2,3,4 ...not even 5 if u know how to use Blender well...
Well I'll be darned. Either something changed without a new version umber beign given or somethign got screwed up with my installation. I just downloaded JTEdit again and now it imports b3d! I'm not sure that this solution is going to be totally satisfactory though. I was getting some screwed up appearing UV coords, but I haven't extensively tested it
As long as you're not using any of Decorator's uv mapping, you could save uv's from lithunwrap, load model in decorator, use decorator to place textures, load in jtedit, save from jtedit, load in lithunwrap and replace your uv's -- but that's assuming that the uv coords are all that have been messed up. Turning backface culling on in JTEdit culled much of what should have been visible. I think JTEdit's import of b3d is definitely flawed and is resulting in many flipped triangles (approximately every other triangle it seems, at least in certain sections.
All this is based solely on the test.b3d that came with decorator. It's possible that other meshes would behave perfectly correctly in the JTEdit import
As long as you're not using any of Decorator's uv mapping, you could save uv's from lithunwrap, load model in decorator, use decorator to place textures, load in jtedit, save from jtedit, load in lithunwrap and replace your uv's -- but that's assuming that the uv coords are all that have been messed up. Turning backface culling on in JTEdit culled much of what should have been visible. I think JTEdit's import of b3d is definitely flawed and is resulting in many flipped triangles (approximately every other triangle it seems, at least in certain sections.
All this is based solely on the test.b3d that came with decorator. It's possible that other meshes would behave perfectly correctly in the JTEdit import
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
-
- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
I found a better tool to import b3d files than that old JTE: it's DeleD
http://www.delgine.com/
There is a plugin to import b3d files (in the plugin section).
The only problem is that, in the LITE version only, DeleD resize the lightmap in very small size so it looks very ugly.
So you can't use Slimshady lightmaps anymore...
But it still works. I don't have the Pro version, but I suppose that this version would solve this problem...
And also all the other things (geometry, textures) seems to be imported very well. This plugin do a very good job.
So it could be possible to import the .b3d file in DeleD, to export it as another format, to lightmap the level with another lightmapper, then to load it with Irrlicht.
You could also load directly the .dmf (deled native file) directly into Irrlicht (there was a thread about that), but in counterpart lightmaps will be ugly unless you have the PRO version...
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=5783
http://www.delgine.com/
There is a plugin to import b3d files (in the plugin section).
The only problem is that, in the LITE version only, DeleD resize the lightmap in very small size so it looks very ugly.
So you can't use Slimshady lightmaps anymore...
But it still works. I don't have the Pro version, but I suppose that this version would solve this problem...
And also all the other things (geometry, textures) seems to be imported very well. This plugin do a very good job.
So it could be possible to import the .b3d file in DeleD, to export it as another format, to lightmap the level with another lightmapper, then to load it with Irrlicht.
You could also load directly the .dmf (deled native file) directly into Irrlicht (there was a thread about that), but in counterpart lightmaps will be ugly unless you have the PRO version...
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=5783
I created just a basic box with maplet, changed the texture on every other polygon exported it as an optimized b3d file, took a look at it with slim shady, loaded it up in JTEdit which loaded it with out any problems at all, but then again it was just a box.Electron wrote:Well I'll be darned. Either something changed without a new version umber beign given or somethign got screwed up with my installation. I just downloaded JTEdit again and now it imports b3d! I'm not sure that this solution is going to be totally satisfactory though. I was getting some screwed up appearing UV coords, but I haven't extensively tested it
As long as you're not using any of Decorator's uv mapping, you could save uv's from lithunwrap, load model in decorator, use decorator to place textures, load in jtedit, save from jtedit, load in lithunwrap and replace your uv's -- but that's assuming that the uv coords are all that have been messed up. Turning backface culling on in JTEdit culled much of what should have been visible. I think JTEdit's import of b3d is definitely flawed and is resulting in many flipped triangles (approximately every other triangle it seems, at least in certain sections.
All this is based solely on the test.b3d that came with decorator. It's possible that other meshes would behave perfectly correctly in the JTEdit import
-
- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
I imported a small map (but more complex than a box...) in b3d format into JTEdit,I created just a basic box with maplet, changed the texture on every other polygon exported it as an optimized b3d file, took a look at it with slim shady, loaded it up in JTEdit which loaded it with out any problems at all, but then again it was just a box.
the geometry seems ok, but the texture are all mixed up.
DeleD is better, but you can't really use the lightmap with the lite version though...
Ultimate Unwrap import the b3d level correctly, but I don't have the Pro version so I can't save...
So I'm stuck...
same here, will have to wait and see if murphy's blitz3D to MIM converter becomes a reality. Will have to fall back to DeleD for now. If you are looking to create lightmaps in FSrad you might export out a Deled level in .X format. Then you can load the file in gamespace lite to add lights then export the level again as a .obj file which should set you up to use FSrad.cmoibenlepro wrote:I imported a small map (but more complex than a box...) in b3d format into JTEdit,I created just a basic box with maplet, changed the texture on every other polygon exported it as an optimized b3d file, took a look at it with slim shady, loaded it up in JTEdit which loaded it with out any problems at all, but then again it was just a box.
the geometry seems ok, but the texture are all mixed up.
DeleD is better, but you can't really use the lightmap with the lite version though...
Ultimate Unwrap import the b3d level correctly, but I don't have the Pro version so I can't save...
So I'm stuck...