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Posted: Sun Aug 15, 2004 6:21 pm
by jox

Code: Select all

OBJ2ENT v0.2a - Copyright (c) 2004 Pulsar Studio & Lord Trancos

Loading OBJ file...
Loading MTL file...
ERROR: loading MTL file.
...what if there is no MTL file available?

Lord Trancos

Posted: Sun Aug 15, 2004 6:29 pm
by Guest
You need a MTL file, otherwise you don't know which textures are being used.

Posted: Sun Aug 15, 2004 6:33 pm
by jox
Ok, thanx, I chose another path now that exports also MTL.

Posted: Sun Aug 15, 2004 9:36 pm
by jox
Success!

- Scene (with textures) exported to OBJ+MTL from Wings3D
- MAT created with obj2mat
- MAT modified (defining light emitters)
- ANT created with obj2ant
- ANT loaded with modified FSRad
- coffee break (waiting for FSRad) ;)
- resulting OCT converted to LMTS with oct2lmts
- TGAs fixed with photoshop
- LMTS loaded into Irrlicht (with textures ok)

It's a long workflow but it works! FSRad is taking some time but the result is very nice/realistic!

That's the second free route for lightmaps in Irrlicht.

Great work Lord Trancos! Thanks a lot!

Posted: Sun Aug 15, 2004 10:01 pm
by jox
Here's a screenshot of my test result:

Image

Posted: Mon Aug 16, 2004 12:08 am
by Acki
After downloading the FSRad files I'll try to create a mesh with lightmaps , too...

But how exactly do you load the mesh/textures/lightmaps into Irrlicht ???
I'm a little bit confused now... ;)

Posted: Mon Aug 16, 2004 4:06 am
by nitroman
great! I'm downloading it. :D You did a great work!

just a question:
why does we need to resave the generated tga files (i use Irfanview to batch saving them and it work but it is a long step to select them all)
?

is it a lmts bug or an irrlicht bug?

:?:

Posted: Mon Aug 16, 2004 8:07 am
by vermeer
woah...congrats to all involved XD (specially trancos and jox ;) )

seems max gi quality is here for free XD

Hmm...If I had the time I'd test a giles map in x format... well, perhaps would be needed an x to lmts ..hmm...no, Jox told me x already could be imported...If I'm not wrong.

btw, who knows, maybe fsrad gives even more quality than giles...only thing is I handle the lights spot, etc, and borowse with calculated lightmaps in real time...but it did actually cost me 50 bucks...ugh.... and you do it without spending a single $.... :cry: And even more, is possible that the final quality of Fs rad is superior.I just don't know yet...bu the cornell box examples at fsrad site demonstrate that Irrlicht will have a really nice environments from now on... :) (I hope people start to use it :))

I think thanks to your effort, Irrlicht levels can end looking really, really nice...I know too well how much a radioity lightmap improves a level in realism...look at that box-room...it got an incredible atmosphere just with that... (well, I guess it from the lowered jpg posted ;) )

Again, congrats Trancos and Jox. (and anyone else involved ;) )

Aefecellis, a great level designer like you should give this a try !

Posted: Mon Aug 16, 2004 8:20 am
by vermeer
@Trancos (again) You're a machine (ere una máquina, pisha) .Seen your site about the modified FsRad you made :)

That shot is really promising of what is going to be possible to make now in Irlicht !

Not anymore limited to non comercial and limited q3 bsps... just now ANY geometry, any editor tool to make it, no legal issues even to sell a game...(not that I am going to sell anything ;) , and a I mean it all for Irrlicht users )

@Jox You gave me a quick explanation not long ago about that you can already import a 2 uv channeled *.x file with a texture and lightmap tga assigned -Am I wrong? is it needed some extra code?(I will not understand a coding explanation ;) )- It'd be nice to also ensure the "expensive" way too; that is: any user having Lightwave and it's fantastic rendering, Max and it's lightmap baking with radiosity, maya, or ppl like me with Giles, that also can output that kin dof x file and the bitmap lightmap.
I remember I was going to pass you a giles generated level but I finally didn't do it due to I have a bit full agenda in what is my 2d/3d works...
(but yep, a I could have made just a cornell box ;) )


And...the format choosen OBJ for the geometry that Trancos did pick, is a very good one for the intermediate steps. Is a really standard format you can open with any 3d tool, it has not the 3ds weird problems and can have larger files than 65k tris, besides support very advanced features.

Lord Trancos

Posted: Mon Aug 16, 2004 9:23 am
by Guest
jox - nice to see it works to you.

Acki - you need the LMTS loader class that somebody (¿jox?) of this thread has made.

nitroman - i didn't know the TGA issue stuff (i'm not an irrlicht user). This could be because i'm using an old TGA file format. I'll add this to my todo list.

vermeer - I've never used Giles, but I don't think that FSRad gives more Q than Giles. Since FSRad it's still an alpha version. (and maybe for ever :?)

Posted: Mon Aug 16, 2004 10:01 am
by jox
nitroman wrote: why does we need to resave the generated tga files (i use Irfanview to batch saving them and it work but it is a long step to select them all)
?

is it a lmts bug or an irrlicht bug?
It's a bug in the TGA loader of Irrlicht that I mentioned already here:

http://irrlicht.sourceforge.net/phpBB2/ ... 0139#20139

and reported here:

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3503

@Lord Trancos: If you want to "fix" it, then you could unset the v flip flag and flip the image (vertically) in the TGA saving routine. Anything that shortens the workflow would be nice.

Posted: Mon Aug 16, 2004 10:13 am
by jox
vermeer wrote:@Jox You gave me a quick explanation not long ago about that you can already import a 2 uv channeled *.x file with a texture and lightmap tga assigned -Am I wrong?
I think you're a little wrong. I did take a look, but discovered that X doesn't support 2 uv's. It was on the first page on this thread.

http://irrlicht.sourceforge.net/phpBB2/ ... 98&start=0

But I'm still interested in how the X format stores 2 uv channels...

@Acki: the somebody is really me :) look here:

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3359

Lord Trancos

Posted: Mon Aug 16, 2004 10:48 am
by Guest
jox wrote: @Lord Trancos: If you want to "fix" it, then you could unset the v flip flag and flip the image (vertically) in the TGA saving routine. Anything that shortens the workflow would be nice.
Done. :wink:

It should work now.

Download again the oct2ent package.

Lord Trancos

Posted: Mon Aug 16, 2004 10:51 am
by Guest
pd. You don't need to build again the lightmaps.
Just use the OCT2LMTS again.

Posted: Mon Aug 16, 2004 10:54 am
by jox
great! :) would be cool if you include this also in your next release of LMTools maybe.