Yet another Light Mapper Option

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vermeer
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Post by vermeer »

@guest :

You can bake any kind of lighting that you produce in Max with render to texture dialog window. You can produce GI sort of lighting with default max lighting using its several ways for that...Or fake the effect at least.. Ie: Skylight, area lights, the rendering radiosity settings, etc.

Final render, Brazil , are very good GI external ($) renderers. yet though, you can achieve very good GI lighting with Max only.

Giles does produce GI lighting, and of course, lightmaps of that.

FSRad does it too, and the tool Murphy is doing, surely also.
The fact is...Fsrad and Murphy's new incoming tool also cares for automatic lightmapping and packing, which(I mean, the UV making for channel 2, lightmap channel(in max usually channel 3)) can get to be such an issue for when doing a lightmapping for a whole town in Max, for example. And fsrad indeed removes u that ugly extra work of doing the uvs -well- for lightmaps. yet though, not supporting curved meshes for smooth shading, made me forget it.


@Iaro *.x I think can support vertex colors, if that u asked. At certain company, we used vertex colors for extra lighting(mainly for details, bulbs, etc) after we had already produced cool GI lightmaps.

Then seems that's one lowdown of LLMAKER, it slows down with hi meshes....well, quite common thing, anyway, and even in expensive comercial packages. Even more with GI renderings. yet so I found fsrad quick and nice in comparison-

Anyway, lightmappers tend to be slow. Is a thing to expect.

Anyway, a tip: maybe divide in chunks? just lightmap by modules. The total trick is be able to use a lighting and seamless lightmaps (manual uvmapping, probaly) so that your modules can be just used like "bricks" to build your city or level. This way you only lightmap those small chunks, like a pair of houses+chunk of street.Or so.It probaly needs later on careful 2d edit of lightmaps, and so, careful previous uv mapping of channel2 UV, so that you can understand the template later on and 2d edit...yet so, depends a lot on how you set the lights.


@afecelis. Then one could use tools like OBJ2MIM of Murphy. As you can like with giles, convert those *.x to *.OBJ, and MIM file would be pretty similar to what dhenton has just done: a mesh with 2 uv channels, a texture attached to uv channel 1, a lightmap tga attached to uv channel 2. He says it tell Irrlicht to use its lightmapping feature. So, that's all. Or said in other way: nothing to worry, what I understand of Dhenton did is simply make life way easy, a format like MIM.


I personally like a lot the obj2mim thing, as I can sepearately edit the objs in tools that do not support 2 uv channels (ie: Blender)

So basically, looks like dhenton loader actually loads everything needed in irrlicht :) mesh, texture, lightmaps, the 2 uv channels, and actually does use it as a lightmap.
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afecelis
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Post by afecelis »

The only drawback I see is how slow LmMaker gets with complex scenes. It's almost impossible to work with it, even on a system with good hardware.

That'd be a problem in case of complex level design and terrains :(

I wonder if Awakening (the commercial version) suffers from this problem too.
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Post by Guest »

Thanks vermeer for the max/gi info - :)
putujici_jack
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Post by putujici_jack »

I wonder if LmMaker in combination with dhenton's loader support curved surfaces? I ask because there seem's to be a lot of sharp edges and no smoothed surfaces in that runnable demo. But it can be just the scene defined without smoothing, so thanks for answer :wink:
vermeer
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Post by vermeer »

"To get this to work with Irrlicht, I had to write a windsoft dll plugin and a OCTTools style Irrlicht loader. Both of which are pretty easy, especially thanks to Murphy and the OCTTools sample loader. "


oct format does loose the smoothing info (curved surfaces smooth shading)

so, no deal...

Murphy told me once he could add it...But I myself have been, and surely will continue very disconnected to this forum (I'd prefer not, but too busy with life, and doing another project in another engine, with a guy which has more habit to use the other) so I dunno if Murphy is yet around here.

fsrad did loose that info also, so no much of sense to add support to oct, as was thought to build the scene in blender, export to an special viewer he had (for checking how it'd really look in irrlicht engine) , and then fsrad would do a great lightmap...just no smoothing considered.
his MIM format does have smoothing info. So a MIM loader keeping well smoothing normals from LLMAKER would have more sense to me ;) Besides, mim is very complete, you can edit in text format, and there's that wonderful obj2mim tool...
dont ask me where...i yet had no time to set a site with tools and tuts...argh...
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vermeer
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Post by vermeer »

@guest : glad to help...Unluckily, I'm not around here anymore...
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