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vermeer
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Post by vermeer »

better with lithunwrap

no limits, free x--->obj , plus uvampping, etc

ultimate unwrap does make a perfect job in the b3d import, sometimes is needed a "weld model" , though, other than that, it has one of the more complete b3d format support out there....
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Post by Guest »

AH HA SUCCESS!!!!!!!!

When finished creating your level you MUST run it through slim shady and collapse it to a single mesh.

JTEdit will then import with out errors in the UV's

I have done the level included with decorator and the two included with maplet all import correctly into JTEdit if you use slim shady's collapse to single mesh option.

Can someone please verify?

I'm using:
slim shady V.03
Decorator V1.8
Maplet V1.01
JTEdit V0.28
cmoibenlepro
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Post by cmoibenlepro »

I tested it, but JTEdit mix up all the textures uv...

I will post screenshots if you want.
Guest

Post by Guest »

cmoibenlepro wrote:I tested it, but JTEdit mix up all the textures uv...

I will post screenshots if you want.
I just don't get it. It's working fine here.

If you want to post screenshots that would be great.

I can also send you the the finished 3DS file if you want it.
Guest

Post by Guest »

vermeer wrote:better with lithunwrap

no limits, free x--->obj , plus uvampping, etc

ultimate unwrap does make a perfect job in the b3d import, sometimes is needed a "weld model" , though, other than that, it has one of the more complete b3d format support out there....
Thanks for the info vermeer :)
Electron
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Post by Electron »

AH HA SUCCESS!!!!!!!!

When finished creating your level you MUST run it through slim shady and collapse it to a single mesh.
Thank you :) . Nice. It works.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
cmoibenlepro
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Joined: Thu May 27, 2004 3:18 pm
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Post by cmoibenlepro »

If you want to post screenshots that would be great.
Ok here it is.
Here is a view of my b3d map imported into JTEdit 0.28
It's a map that is not lightmapped. I textured it with decorator and collapse all mesh with slimshady.
Image
You can see that there is almost no texture on the map... Only colors and where there is texture, they are all mixed up

Here is a screenshot that shows what I mean by "mixed up"
Image

And if I import a map that contain lightmap (lightmapped with slimshady), here is the result. No texture at all.
Image

Here is what my map is supposed to look like (a screenshot from decorator, it's lightmapped with slimshady)
Image

So JTEdit 0.28 don't work for me,in fact DeleD do a better job.

This is how it looks in DeleD
Image
The lightmap is not correct, but the textures are as they should be.
Maybe it's because lightmaps are limited in the lite version to a small size.
Maybe it's a bug from the b3d plugin.
I don't know.

If I don't find a good workflow, I will wait for murpgy convertor (if he do it...)
afecelis
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Post by afecelis »

whoa! that's some impressive work! I mean all that file format conversions and knowing they're not easy tools to work with. Admirable! triple kudos Benoit!!! :wink:
cmoibenlepro
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Post by cmoibenlepro »

well... I didn't succeed yet, but I hope I will...
The problem is that I'm not enough good in coding to write a b3d loader myself...
Anyway, I wrote on DeleD forum about the issue with lightmapped level... Maybe it's only a bug with their b3d loader, who knows...

If I find a good workflow to import b3d, I think that Maplet/Slimshady would be a good alternative to GMax/Q3map2
vermeer
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Post by vermeer »

Collapse mesh is needed anyway to generate a lightmap in slimshady, so that's a point of your problem which I don't totally get (I haven't read through all of it, anyway.. ;) )


A possible workflow available right now would be just importing an Uv mapped (the way you would uv map it for lightmapping manually: very similar but don't share coordinates, and try very small quads/rectangles to be scaled up) x file, that u could very easily uv map in Lithunwrap, that'd be your "lightmap object". Import ("Merge mesh"), deploy format list to use dx7 x file(good for lith and metasequoia le) into slimshady 03 , "collapse all as single mesh" (actually, that's the only possible workflow in Slimshady! ) , generate lightmap (previously u did put ur "lightmap settings", of course. )

Well, that's actually really simple, till now.

U export as B3d. I know. You can't open b3d. You don't mind. You all want is the tga generated, NOT the b3d....

Why? cause u can open that x file back in lithunwrap (or have done before, doesnt mind) and convert to OBJ. Asign it the tga or whatever exported slimshady (when did export as b3d) , as that one was the lightmap.Save this obj with a name good for u, like Lightmap_room.obj, room_lm.obj , whatever you want. TOTALLY and ABSOLUTELY mark export materials(lithunwrap shows an obj export dialog) and textures, or we'll have a problem.

Well, simply, with same OBJ, not even need to close lithunwrap (to ensure problems free workflow) uv map it to make the UVs u prefer for the actual texture (u could have done first, must be no prob, but this way u totally ensure no difference on mesh,(as would not be obj-->x--->obj, but just the same obj! much better) so that no change vertex order,m etc, occurs(must not happen , anyway)), and asign the texture/textures to it. U can have several materials even if in lightmap had only one or more than in texture: all goes to an mtl file exported all together in same folder (make project folders as an habit with OBJs...u should really put initial import files, textures, obj and MTL files ALL in same folder! ) and the tool to use later does NOT care of that, has no probs. What can't u do: ie: delete a face in one obj, turn an edge, move a vertex...mesh changes. UVs u can do whatever, as well as materials and textures, which is what u only mind, anyway, in thi step.

Ok , a pair of OBJs u have now. The texture one, and the lightmap one.

All this explanation is good if someone can pass u the OBJ2MIM (I dunno if I'm allowed! ;) ) tool, and the MIM loader. A totally functional version was up for quite sometime, I doubt nooone has it.... I have it, but as a betatester, I cannot pass it.

The idea would just to run obj2mim , just putting those two OBJs as parametters, and bang, it generates a perfect multiuv file, with texture in channel1, and lightmap asigned to channel2. And MIM is xml, text, u can chnage the type of Lightmap if u want it more or less strong lighting, just changing a numbe rin the file. (2x should do perfect)

IMHO this would be -though explained so in detail- freaking easy.

Way much easier than use fsrad, or many other lightmapping workflows. Is just not same quality, but if ur already happy with slimshady, then is the same fo ryou.

darnit, I had made my proposal of not help this way anymore....but I see ur trying really hard, to make something that is actually very easy now (put something lightmapped into irrlicht)

I have used the MIM workflow and OCT tools (heh, those ARE indeed available, but true that u need some Blender knowledge, reason why ur probaly using slimshady....) , it wont support curved faces (cilinder, cones, spheres, sculptures, will appear flat shaded) but if u don't have any...the Blender-->OCT--->FSRAD--->irrlicht oct loader gives an extreme quality.

Both ways (min and oct) I have used very succesfully, and with mim tools forme is now so fast that I use mim tools for a QUICK checker of realtim lighting...often I don't totally trust on giles real time showing, and like to have a look of it in irrlicht (i cant code, but Murphy made me quickly a viewer (I think he said a paragraph of code only)) I know there are glitches (using an old dll) but apart from that, gives a quick idea.

So if I wanted, I could be bumping lightmapped levels all th eday, lol..
I'm into a non irrlicht project, and need to do a lot of level stuff now.

Lithunwrap is not as WAY better as is Ultimate Unwrap , but still has a lot of fucntionality: in case u already had UVs made for texture and u dont wanna do again, u could export from previous file the uvs in export/ *.luv fle from lith, and...I think with all mesh selected in the blank mesh (or a copy of lightmap mesh which has lightmapm uvs) u import *.uv, and bang have them there. It does not work allways: u may to uv map it again...But if I were u I'd try the brute force... summarizing all explained proccess: u have ur uv mapped textured level, u save from lith as x, import with merge mesh in Slimshady, collapse, lightmap settings, lightmap generate, export as b3d, grab the tga (bmp or whatever it saves as lightmap...)...

Oh, wait...I messed my ownself...as u are not grabbing anything of mesh from SLim, u can use the original file, lol...u only have just to have two versions of UVs (unless u can use same, not usual for u need tiling, so need to make UVs bigger than the uv square, and that's no good for lightmaps, though u could edit em to make the lm one.Avoid overlapping and going off the square in lightmap ones) , and the lighmap one is which u exprot as x and import in slim shady. In the initial OBJ with lightmap Uvs is to which u asign the slimshady export bitmap file as lightmap.

U just need a version opf MIM tools and mim loader.

Well, this is pretty simple, grab please this post, and use as a reference, or u may fail in some step.

U see, I like to help people that shows so much effort.Remenmbers to my self when I'm at it ;)


...but should not do this many more times.... use too much of my time... (not much, but even a little is too much...)
Finally making games again!
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vermeer
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Post by vermeer »

forgot to mention: In lithunwrap u can load any kind of mesh , except b3d.

So OBJs, x , cob files...whatever.

grab it from depot tools, in my sig.
Finally making games again!
http://www.konekogames.com
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Post by Guest »

vermeer wrote:forgot to mention: In lithunwrap u can load any kind of mesh , except b3d.

So OBJs, x , cob files...whatever.

grab it from depot tools, in my sig.
Thanks Vermeer for your very helpful tutorial. This should be required reading for anybody who wishes to use Maplet. I will see if I can sit down and come up with something while following your instructions. :D
cmoibenlepro
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Post by cmoibenlepro »

Hi guys!

The bug I got with DeleD b3d importing has been corrected :D
I posted my problem on their forum and Paul-Jan fixed it :D
So I suggest you to download the new version of the plugin.

I still need to test it with Irrlicht, but if it works, I think it would be an efficient workflow:

Mapplet: Create a Map and texture it

Decorator: Change some textures and UV (this step is optional)

Slim Shady: Add other objects to the level and lightmap it

DeleD: Import the b3d, modify it, and you can add special objects like water. Then save as .dmf (deled native format)

Irrlicht: Import the .dmf with the DMFloader by ilbuzzo. It will even import special objects like water. :)

Enjoy!

Anyway, I will test it, and if it works I will make a short tutorial (if I have time)

:D
Guest

Post by Guest »

Can't wait for the tutorial. Sadly Decorator won't load a mesh ever sinse I upgraded my graphics card. I have tried different drivers, different meshes, etc.
vermeer
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Post by vermeer »

Mohaps is making a b3d loader!!
(probably supporting lightmaps)

:)

you'd cut a lot of inbetween steps...

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=6425
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