Having max...well, you'd still need to make a format (or use one of the avilable ones that supports 2 uv channels) or use a format that irrlicht can read. I mean that has 2 uv channels, and asigns to the second the max generated lightmap tga.
But yes, for what is the thing, Max is way enough.
it's used professionally for this. Often using Final Render or Brazil plugins.
I have seenit done so with lots of quality.But also, the samples at fsrad site look very "pro".
If you get it working, is the best solution for free, no doubt. WAY better than bsp, than lmtools, or slimshady. Not only more quality, but also suppoting any cruved surface, etc.
For the problem of ase thing..yes, that's a problem...
Loook, new idea. Anim8or does have 3ds export...i don't know if it realy exports the light on that 3ds...if it would, you'd need to read it...but..is a binary file...I don't know how you'd red it...
Indeed. New thought. Anim8or IS indeed so easy to handle that any coder or newbie artist can handle in no time.And after all, in thi scase we only want a quick and easy lights (maybe also camera in a future
![Wink ;)](./images/smilies/icon_wink.gif)
) scene builder.
There's an ascii text file with format *.an8 specs, which indeed is an ascii format.I have seen even non experienced vb coders do wonders with it.
Other posibility is using the *.c file that Anim8or exports.
Other posibility is using 3ds file from anim8or, if it includes lights positions, but imho the most powerful thing is use the an8or format or *.c format, and parse that text file, and make your code output a basic ASE file of it. ASE is said to be easy format. I think this all should be easy.
You'd just take lights properties an dpositions, etc, from what is written in the an8 file, or c file.
And while I cannot explain any of you the use of Blender in 2 posts, I can explain the basic use of Anim8or in some lines. Is thought to be made uber easy for the new comer. And anim8or has spot, omni, and infinite lights, and is advanced in many other stuff, while dumb easy.
for ASE format information, besides getting the specs as always, here's a good tut of it :
http://www.gametutorials.com/Tutorials/ ... GL_Pg4.htm
ok, 3ds is out in Anim8or :
Steve: "...Anim8or only exports static objects to the .3ds format. It does not export any lighting parameters."
It leaves it to *.AN8 , and *.c
Important info about this :
"There is an easy way to use Anim8or models in your own C programs. You can export an Object as a C source file with the Object->Export command if you choose the "C Source File (.c)" format. I have posted a sample application (with source code) that spins a model around at
www.anim8or.com/resources/a8viewer00.zip . See the Resources page
www.anim8or.com/resources/index.html for more details."
OK, this is what I was looking for :
http://www.anim8or.com/resources/an8_format.txt
That is what you need. That, and the ase tut in gametutorials, plus the specs o ASE format.
If you need it, you can tell me to export an scene in c and an8 formats, to see which you prefer. I mean, if you get interested by thi spossibility.
ALSO:
"Actually you can easily skip parts that you aren't interested in. Everything in the .an8 format is a chunk with a key identifier followed by an open curley brace, possibly some more stuff, then a closing curley brace. If you don't recognize the key simply skip over things, counting open {'s and closing }'s until they match. (You do have a clean tokenizer, ala "lex", don't you?) This allows you to write a very simple, basic loader without much code that will handle any file. You can then add new things as you want."
"Yes, you are free to use anything that you create in Anim8or as you like. This includes using the .an8 file format in other applications"
And I must point out that Anim8or is a FREWWARE (not open source, but doesnt mind for this)
"Linux:
Using Anim8or on Linux
All Linux fans will be glad to know that that you can run Anim8or too. It reportedly works quite well on Redhat 7.1 using WINE."
"The beauty of the .an8 format is that unrecognized chunks can easily be skipped. Anim8or should ignore any new chunks that you want to add. ."
I DEFINITELY think is easier an dbetter way to go the anim8or route for this...It would be non practical to pretend to do it with blender. [ while I keep thinking for character animation is good the blender+x route]
Easier to code, easier to handle as graphic app also.
Not important, but a list of some of the many anim8or utilities, done by users...
http://www.angelfire.com/electronic2/ba ... lists.html