somebody tried this lightmapper?

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vermeer
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somebody tried this lightmapper?

Post by vermeer »

...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)
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vermeer
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Post by vermeer »

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...
Finally making games again!
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omaremad
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Post by omaremad »

hmm looks interesting especially the per pixel materials :)
afecelis
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Post by afecelis »

yeah! me loves lightmappers too! :D

thanks for the link Vermeer. Had never heard of this one. It seems it hasn't been updated lately?
cmoibenlepro
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Post by cmoibenlepro »

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 :D
vermeer
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Post by vermeer »

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..
Finally making games again!
http://www.konekogames.com
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