Well, as vermeer mentioned you can export it to .x and load in in irrlicht. I tried this with one of the example scenes ( the hall one ) and it loaded the geometry + lightmap. I haven't tried to load texture + lightmap yet because I don't think Irrlight supports .x files with two texture coordinates.
Another way would be the .mim format : build geometry in favorite 3d editor, export to .obj for later use. Then export it again to 3ds and import to lmmaker ( In my case I had problems with importing .obj in lmmaker ), lightmap , export to 3ds or x, convert to obj in favorite converter or 3d app.
At this stage you have 2 .obj files : normal one and lightmapped one. then something the lines of : obj2mim.exe -lm path\lightmappedobj.obj normal.obj output.mim will give you the mim file. You can view this in simpleviewer.exe. I don't know how to load it into an application, but maybe Murphy will give a tutorial on this someday.
I hope this helps, but maybe vermeer might be able to explain the procces better as he is more familiar with the .mim format.
Free lightmap workflows
Yup, basicly so...
Murphy did also some code for loading x files with two UV channels, but I don't know if this freebie exports both. Neithe rif that code is yet available at Murphy's site.
The thing is:
-Model and uvmap-texture your model as usual (this is forced thing anyway..) yep, better export as OBJ, as this tools opens OBJ and is better format.
-Open the OBJ in LMMaker.
-Generate the lightmap (radiosity, or well-tweaked standard one, it has its tricks, you'll guess as u use it.Touch options menu, at the righ of top menu)
-Export as *.x and use 3dExploration 1.5 beta, or Accutrans, or Crossroads, or Lithunwrap, (even GMAX with certain scripts would do) or whatever you wish , to convert that to OBJ.You need to export one with just the lightmap attached as if it were a texture, just that. You previously had already the OBJ with texture and uvs.
-Now put both objs, (it's *.mtl *.tgas *.obj) in mim2obj folder, and execute it from MSDOS window ("console") , or do a *.bat for it, a syou wish.
-use the MIM format loader included in the zip. to load in irrlicht.
Murphy did also some code for loading x files with two UV channels, but I don't know if this freebie exports both. Neithe rif that code is yet available at Murphy's site.
The thing is:
-Model and uvmap-texture your model as usual (this is forced thing anyway..) yep, better export as OBJ, as this tools opens OBJ and is better format.
-Open the OBJ in LMMaker.
-Generate the lightmap (radiosity, or well-tweaked standard one, it has its tricks, you'll guess as u use it.Touch options menu, at the righ of top menu)
-Export as *.x and use 3dExploration 1.5 beta, or Accutrans, or Crossroads, or Lithunwrap, (even GMAX with certain scripts would do) or whatever you wish , to convert that to OBJ.You need to export one with just the lightmap attached as if it were a texture, just that. You previously had already the OBJ with texture and uvs.
-Now put both objs, (it's *.mtl *.tgas *.obj) in mim2obj folder, and execute it from MSDOS window ("console") , or do a *.bat for it, a syou wish.
-use the MIM format loader included in the zip. to load in irrlicht.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Re: Free lightmap workflows
Sorry to be late to the party, but for what it's worth...
Additionally... my build of FSRad will output TGAs of larger sizes. It's a somewhat more complicated process to use them.
And I partially finished an extension to the OCT format to allow arbitrary sized lightmaps. I think either my FSRad outputs them but my Irrlicht loader doesn't read them or the other way around.
Other notes:
The MIM file format and loader put no restrictions on the number of textures used.
As for building the MIM loader into your project, it should be just like any other external loader, which should be in the Irrlicht documentation somewhere, I think. I also believe that I put an example in one of the zips. In a readme file or something. From a quick glance at the errors above, it looks like you may be missing the main Irrlicht header... ? Or maybe the current MIM loader isn't compatible with current Irrlicht? I may try a build in the next few days and I'll see then. (Trying to get a new free build environment set up on my new laptop. I don't want to buy another license for MSVC++, so I'm going to give CodeBlocks a try.)
Just thought I'd point out that the 128x128 size isn't generally a real life problem. FSRad will just generate MORE lightmap textures of the same density.Iaro wrote: 1. Oct files exported from Blender , lightmapped in fsrad and imported in Irrlicht. The problems : oct does not yet support curved surfaces ( I think ) , i could only build lightmaps up to 128 x 128 and for example on a terrain test with many poligons the lightmaps seemed al screwed up.
Additionally... my build of FSRad will output TGAs of larger sizes. It's a somewhat more complicated process to use them.
And I partially finished an extension to the OCT format to allow arbitrary sized lightmaps. I think either my FSRad outputs them but my Irrlicht loader doesn't read them or the other way around.
Other notes:
The MIM file format and loader put no restrictions on the number of textures used.
As for building the MIM loader into your project, it should be just like any other external loader, which should be in the Irrlicht documentation somewhere, I think. I also believe that I put an example in one of the zips. In a readme file or something. From a quick glance at the errors above, it looks like you may be missing the main Irrlicht header... ? Or maybe the current MIM loader isn't compatible with current Irrlicht? I may try a build in the next few days and I'll see then. (Trying to get a new free build environment set up on my new laptop. I don't want to buy another license for MSVC++, so I'm going to give CodeBlocks a try.)