what we think? I think I was not wrong when I thought is always good to have two methods
Is no good if one can't position some spot lights in an easier way...
Trancos, do you think fsrad allows spot lights but is just they didnt add all the stuff to the ent and oct formats? (I think I read those were more prototypes, not ended stuff...)
[ BTW, I'm happy I purcashed Giles...
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...And in that matters...it'd be nice to know if it's now possible to load an x file with its standard 2 uv channels, and a lightmap assigned to it: that is, if any highend package user, or Giles user, can make lightmaps for irrlicht in the way are done in comercial games... I don't know in which state of the thing is that matter...if somebody knows, I'd be glad to know... ]
If your lmt tools allow spot...and you already added the alpha version supporting the normals per vertex for curved surfaces... I'd have to make a test with it, and see if it'd be a real, real difference with FSRAD's radiosity..
Of course, radisosity is always better than othe rmethods (if used well) , but... I have not seen results with the alpha of yours, yet. (and I mean, used to its maximum posibilities )
The fact is that...as I see it...the most important part is the control over the lightmaps...If one can't easily put in the level a directional, spot or omni light to build the ambience wished...then it's better a non radiosity one...
Emitting materials...how's that? each material is emitting light...well, in real life is so...each thing reflects radiation, a part of light wave, certain frequency...but always depending on lights existing: ie: All reflects all, but always depending on existing lights, and every thing affects with it's color radiation to what is surrounding. Of course, this solutions are the most realistic. I have worked to make this for a comercial game, and using th ehigh end raytracers for this, the result is really life like, very different to what just is a lightmaps seen in a q3 bsp...
Anyway...if I had the time I'd open other thread and ask for someone test for me a lightmapped with giles *.x file...But got no time (I mean, I have it, but using in making a character, I mean when I'm not posting
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) fo rwhat is making the level.
Seems however was a great idea to do the lmts alpha support. Fsrad...I don't know how can I guess more about what can it support "forcing" it a bit...
ANYWAY....i ahave always been afraid of this :
[quoye] slice polygons when necessary to allow them to stay within the lightmap resolution and illuminate the scene using a very precise radiostiy solution[/quote]
What's that? Is it that depends on baking vertex colors and that's why it needs so much hi res mesh? ...Does the lightmap can be asigned to the original low pol mesh without loosing accuracy on the uvs for lightmap?
Anyway, I'll know a bit better...reading at flipcode, readme, and the site, to guess things... :
Don't expect to view your radiosity results right away -- you'll either need to read/write the supported formats, or hack your own format into the source (no example data files are shipped with this alpha release.)
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Update (v004) includes only one small change to the ASE file support. ASE file support is just temporary code and should not be expected to be production-quality. Write your own importer for production quality code.
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...generate the original cornell box, but it takes me about 12 seconds on my 1Ghz P3
...
It's also a lightmap generator/packer; it will generate tightly packed lightmaps for an entire dataset and generate proper UV values for the lightmaps. In other words, you want lighting for your game, you just hand your geometry to this tool, and it spits out your lightmaps and UV values.
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Geometry is stored in a clipping octree, and at each octree node, a clipping BSP tree is built. The BSP uses the a new generation technique that has proven to vastly improve the speed of building the BSP as well as great reduction in tree depth and splits. From this, we perform the radiosity process on the precise visible fragments of polygons.
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The more I think, the better I think it's been to integrate LMTS new alpha version into irrlicht...
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