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Re: Lightmap editing?? [Re: xXxGuitar511] #115401
03/09/07 21:52
03/09/07 21:52
Joined: Dec 2005
Posts: 57
Brazil
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pesseba Offline OP
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pesseba  Offline OP
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Joined: Dec 2005
Posts: 57
Brazil
Nope...

Lightmap needs a specific UVW (map channel 2) to blend with diffuse texture (map channel 1).
This is what WED do exactly when it build a level... But WED creates the second channel by itself.... I just wanted to control this process, or better... to do this in mdl files!!

Re: Lightmap editing?? [Re: pesseba] #115402
03/10/07 03:21
03/10/07 03:21
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
is the diffuse texture UV mapped, or just tiled?

The lightmap will of course have to be UV mapped though.


I'm not seing what your problem/objective is here...


xXxGuitar511
- Programmer
Re: Lightmap editing?? [Re: xXxGuitar511] #115403
03/10/07 10:38
03/10/07 10:38
Joined: Dec 2005
Posts: 414
Munich, Germany
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Robotronic Offline
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Robotronic  Offline
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Joined: Dec 2005
Posts: 414
Munich, Germany
The problem is, that for texturing the UV coordinates are usually overlapping each other, they can be mirrored and the texture can be tiled.
For a shadowmap they can´t be arranged this way. This is because each mapped face will need a unique representation on the shadowmap - because the lighting of course doesn´t tile.

In another thread Jcl has said, that in a future update there will be the possibility for a second (different) arrangement of UV coordinates. This one could then be used for the shadowmap.
The other thing is, that there´ll be a possibility to include static meshes in WED, and the lighting would be similar to levelgeometry.

For me - at the moment - the best idea is to wait (and hope) for these features.

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