free compiler with lightmaps?
free compiler with lightmaps?
hi, i searched the forum but did not find any free compiler that builds lightmaps. i want to load a level with precalculatet lightmaps..dont want to slow the game down with using dlights..is there any working editor/compiler for that? it dont have to buid bsp-trees, im just intrested in the lightmaps
http://www.melog.ch/slimshady/
but it does not deal well with other than flat surfaces.
you will need some software like Ultimate Unwrap (40$) to make 2 uv channels , as always fo rthe lightmaps, and export as x to load into the lightmapper.
another one, same problem:
http://www.geocities.com/dxlab/index_en.html
another one, just can load ASE files, is way tricky, and u'll need a software that can output lights and 2 uv channels into an ase file to open in this lightmapper.Maybe Pretty Poly Editor,(free. exports ase) I dunno. Ultimate Unwrap, comercial, can't create lights.
http://www.fluidstudios.com/fsrad.html
-Best quality is Gile[s] , but is 40$ and u'll still need a software like Ultimate Unwrap(40$) to generate the uv coords and uv channel 2 where it will store the lightmap, as much as I'm concerned.
3ds Max does all this and top quality.
but it does not deal well with other than flat surfaces.
you will need some software like Ultimate Unwrap (40$) to make 2 uv channels , as always fo rthe lightmaps, and export as x to load into the lightmapper.
another one, same problem:
http://www.geocities.com/dxlab/index_en.html
another one, just can load ASE files, is way tricky, and u'll need a software that can output lights and 2 uv channels into an ase file to open in this lightmapper.Maybe Pretty Poly Editor,(free. exports ase) I dunno. Ultimate Unwrap, comercial, can't create lights.
http://www.fluidstudios.com/fsrad.html
-Best quality is Gile[s] , but is 40$ and u'll still need a software like Ultimate Unwrap(40$) to generate the uv coords and uv channel 2 where it will store the lightmap, as much as I'm concerned.
3ds Max does all this and top quality.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
I may be wrong, but I think I read irrlicht can't have lightmaps if not inside a bsp...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Looks like they do...jox wrote:But I'm not sure if these support a second u/v channel...
At least in DirectX the following code in CVideoDriverX8/9.cpp is setting it up:
Code: Select all
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pID3DDevice->SetTextureStageState( 0, 3DTSS_TEXCOORDINDEX, 0);
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pID3DDevice->SetTextureStageState( 1, 3DTSS_TEXCOORDINDEX, 1);
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Mhh, it seems that in irrlicht X file format doesn't support 2 u/v channels. But 3ds does...
I already did sucessfully create lightmaps with this LMTools. Looks good so far. But output format is *.lmts. Just quickly wrote a loader for it, now trying to find a way to output it to an irrlicht loadable format...
I still don't really know if the EMT_LIGHTMAP actually works. Maybe I should do some tests before. But I dont have any mesh with 2 u/v channels yet... (well only in *.lmts format...)
hang on...
I already did sucessfully create lightmaps with this LMTools. Looks good so far. But output format is *.lmts. Just quickly wrote a loader for it, now trying to find a way to output it to an irrlicht loadable format...
I still don't really know if the EMT_LIGHTMAP actually works. Maybe I should do some tests before. But I dont have any mesh with 2 u/v channels yet... (well only in *.lmts format...)
hang on...
I'm interested in that... do you think it would be possible to create a loader for lmts for irrlicht or to convert it to 3ds?I already did sucessfully create lightmaps with this LMTools. Looks good so far. But output format is *.lmts. Just quickly wrote a loader for it, now trying to find a way to output it to an irrlicht loadable format...
because it would be a good opensource and free alternative to proprietary q3map.
Also the screenshots look great (I like the windows with colored light)
Should be possible. I also need some alternative, so I'm going for it. I hope its not taking too much time for now, because it's got not the highest priority on my list. But it's challenging...nitroman wrote:do you think it would be possible to create a loader for lmts for irrlicht or to convert it to 3ds?
because it would be a good opensource and free alternative to proprietary q3map.
X file format does support 2 uv channels, even dx8.0 version. Maybe is that Irrlicht hasn't it implemented.
3ds format does not support two uv channels. In every 3d tool, package, if u save 2 uv channels, u loose them, as 3ds, ms3d or OBJ.
But x support it .And v9 x files support more channels, but seems in a more complex ways.
BTW, I have been allowed to "distribute" , that is, to pass it to someone with ftp space, I mean , the last beta test version of the x exporter (btw, refering to the case, blender does not support yet lightmaps, 2 uv channels.)
I have recently purchased Gile[s], and I have since long ago, Ultimate Unwrap, which helps me generate th etwo uv channels and do the mapping of both, or just copy from 1 to 2, if I'm too lazy.
Lmtools or slimshady have their limits...slimshady cant lightmap well curved surfaces, and lmtools, something related to that is not elated to normals...basicly I think it'll also do for flat surfaces, only.
Fsrad(free, radiosity based, high quality) is a way more well worked tool, but i don't know yet of any free tool exporting an ASE file with light imformation in it; seems the free tool was made for work with Max...
I am not sure, but i think 3ds supported lights and camera, but not sure...
That or make a mini editor that put lights and geometry and export as an ASE format that Fsrad can read...
3ds format does not support two uv channels. In every 3d tool, package, if u save 2 uv channels, u loose them, as 3ds, ms3d or OBJ.
But x support it .And v9 x files support more channels, but seems in a more complex ways.
BTW, I have been allowed to "distribute" , that is, to pass it to someone with ftp space, I mean , the last beta test version of the x exporter (btw, refering to the case, blender does not support yet lightmaps, 2 uv channels.)
I have recently purchased Gile[s], and I have since long ago, Ultimate Unwrap, which helps me generate th etwo uv channels and do the mapping of both, or just copy from 1 to 2, if I'm too lazy.
Lmtools or slimshady have their limits...slimshady cant lightmap well curved surfaces, and lmtools, something related to that is not elated to normals...basicly I think it'll also do for flat surfaces, only.
Fsrad(free, radiosity based, high quality) is a way more well worked tool, but i don't know yet of any free tool exporting an ASE file with light imformation in it; seems the free tool was made for work with Max...
I am not sure, but i think 3ds supported lights and camera, but not sure...
That or make a mini editor that put lights and geometry and export as an ASE format that Fsrad can read...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
That's it. Irrlicht hasn't it implemented (yet).vermeer wrote:X file format does support 2 uv channels, even dx8.0 version. Maybe is that Irrlicht hasn't it implemented.
Sounds good. And Gile[s] is not too expensive with 39.95€. But you don't have been using Gile[s]/Unwrap generated lightmaps in irrlicht, do you?vermeer wrote: I have recently purchased Gile[s], and I have since long ago, Ultimate Unwrap, which helps me generate th etwo uv channels and do the mapping of both, or just copy from 1 to 2, if I'm too lazy.
Yes, just discovered also that the exported *.lmts files ain't have no vertex normals. But the format supports it. From the specs: "You can use [User Data] to store vertex normals, vertex colors or whatever you want.".vermeer wrote: lmtools, something related to that is not elated to normals...basicly I think it'll also do for flat surfaces, only.
Dunno with only flat surfaces. Probably it is like so. But might be still ok for certain purposes.
3ds does support lights.vermeer wrote:I am not sure, but i think 3ds supported lights and camera, but not sure...
Hmm, Fsrad / ASE. Might be next thing I look at. What formats does Fsrad export?vermeer wrote:That or make a mini editor that put lights and geometry and export as an ASE format that Fsrad can read...
btw, my CLMTSMeshFileLoader() supporting lightmaps is almost finished.