I'm curious, is there anyway to pull off bsp lighting in a 3ds file (possibly with lights from 3ds max (ex: Omni, Targeted Spots)), or does it have to be done through the code when loading .3ds files? I would prefer a system of precompiled lighting, like what BSP maps do, but I am definatly set on using .3ds files as my map's structure.
Thanks, Sn0rph.
3ds Light export
use dynamic lighting
you have to use irrlicht's dynamic lights but it looks pretty cool on a .3ds with EMF_LIGHTING set to true as a MaterialFlag.
you can even have the lights you add cast shadows and control the brightness of each and color and various other things.
and with a little creative level building pull off some really sweet effects.
i use lightwave 3d for level building and textureing then export it to .3ds
here in a few days ill post up a screen to demonstrate it lol
you can even have the lights you add cast shadows and control the brightness of each and color and various other things.
and with a little creative level building pull off some really sweet effects.
i use lightwave 3d for level building and textureing then export it to .3ds
here in a few days ill post up a screen to demonstrate it lol
I am the programmer on the project sn0rph is working on. We have devised a way of using max as our mapper and laying entities in it and the works. My question is you have to load up all the lights via code wich is no big deal our system will work for this just fine but how about speed? I mean isnt using precompiled lighting with bsp's definately quicker at least in the level load time than creating a bunch of new lights with the code? Is there anyway to get a 3ds file to have precompiled lights?
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havent found one yet
as far as i know there is no way to export the light data in a .3ds or one that i have found as yet.
i would like to see .lwo supported as the lighting in lightwave is really neat and clean but im probably going to have to write my own loader for that lol
as for irrlichts lighting, no it doesnt seem to hit on performance at a noticeable degree, most of your load time comes from the engine loading textures that are assoceated with the mesh( or in some cases trying to find them to be loaded.)
i would like to see .lwo supported as the lighting in lightwave is really neat and clean but im probably going to have to write my own loader for that lol
as for irrlichts lighting, no it doesnt seem to hit on performance at a noticeable degree, most of your load time comes from the engine loading textures that are assoceated with the mesh( or in some cases trying to find them to be loaded.)
Let there be lights!
What I'd like to see, is a way to export 3dmax light to Irrlicht as dynamic lights, that would really speed up creating maps with dynamic lighting. Plus you can do a quick render in max to see aproximatley what your level will look like in the game.
Re: Let there be lights!
Ineed, and that is possible somehow, by exporting to my3d as lightmaps, but the download link is down and nobody will send it to you or meTestur wrote:What I'd like to see, is a way to export 3dmax light to Irrlicht as dynamic lights, that would really speed up creating maps with dynamic lighting. Plus you can do a quick render in max to see aproximatley what your level will look like in the game.
Read this: http://irrlicht.sourceforge.net/phpBB2/ ... 9229#39229
For my use, I am currently in the final stages of developing a program that allows you to load a level into irrlicht and then place dynamic lights around wherever you want them and adjust their various settings. Afterward, the information can be saved to a .xml file and parsed into you program, it should take the guess work out of placing lights.