Hey, i was reading some posts about radiosity / global illumination texture baking, but i found that giles - 3dgs workflow its not very friendly.
There is a great plugin from Ventilator that permits a second uv-set on models, but i didnt understood a possible workflow for creating the scene in Blender (several models and textures / uv maps) and exporting it correctly with the lightmap from Blender to the engine.
Could someone please describe a good workflow for that? Thanks in advance.
you have to export every model to mdl7 twice. once with the first uv-set activated, and once with the second uv-set activated. then you can load them with my plugin.
since blender can directly export to mdl7 the workflow is nicer than with gile[s] where have to do detours over different model formats.
of course it would be even nicer if there were a complete scene exporter which exports all light mapped objects in the scene twice automatically and also writes a wmp file. i don't know when i will have time to do one. first i have to figure out how to use wmpio.dll from python and my guess is that it would take me one day then.
I found a way to get this working with giles. Create level in blender, export to .obj, import to giles. Then once you've lit your model export it to .obj and import it into blender, you can import both the uv and lightmapped models, then export them to 3DGS.