...dunno even if can be used...looks is using radiosity, and a partitioning similar to fsrad, all in a nice UI...I think delphi source codes are provided...the screenie lloks pretty cool, am a radiosity lover...
http://www.nitrogen.za.org/viewimage.asp?id=22
specially interesting if it actually can import /export standard mesh and bitmap formats, so to include in any game engine workflow...I yet havent had a look... :
The tool I downloaded here, in case it includes the tool... :
http://www.nitrogen.za.org/projectinfo.asp?id=22
He had an older tool, but based in .3ds loading...no good as the format does force cuts whenever a vertex has two UVs... Obj rocks better for that...(importing meshes)
somebody tried this lightmapper?
somebody tried this lightmapper?
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
maybe can be useful for adding radiosity to your lightmapper, niko ?
(I hope you also add i/o features... You know, I am a multi-engine guy..)
I should just use my xsi or giles, but am to freak.
...sources are included...Not that i could make use of anything code-related...
(I hope you also add i/o features... You know, I am a multi-engine guy..)
I should just use my xsi or giles, but am to freak.
...sources are included...Not that i could make use of anything code-related...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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- Location: Canada
Yes it has been updated lately, but vermeer didn't post the right link
http://www.nitrogen.za.org/projectinfo.asp?id=31
BTW, it looks very cool
http://www.nitrogen.za.org/projectinfo.asp?id=31
BTW, it looks very cool
actually, I knew that link , but...
I posted the other for a reason
i may be misunderstanding it all, but seems that lightmapper 2 thing is not radiosity based while his other project does...
BTW, basing it all in *.3ds forces non tw Uvs in same 3d vertex without doubling...(seams at uv island borders...) I dunno if that also works only with 3ds in the one I posted..
I posted the other for a reason
i may be misunderstanding it all, but seems that lightmapper 2 thing is not radiosity based while his other project does...
BTW, basing it all in *.3ds forces non tw Uvs in same 3d vertex without doubling...(seams at uv island borders...) I dunno if that also works only with 3ds in the one I posted..
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com