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Re: export complete levels from blender
[Re: Nowherebrain]
#276388
07/04/09 20:43
07/04/09 20:43
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Hi Nowherebrain, your good video tutorials are well known! Thank you very much for your offer, but making a video seems to much of an effort for just me being too dumb to find a single switch or such. I loaded up a small test file, maybe, it is the easiest way to have a look at it and point me to what I missed to do. http://www.puppenheim.org/blend_texture_test.zip
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Re: export complete levels from blender
[Re: Nowherebrain]
#276395
07/04/09 21:17
07/04/09 21:17
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Joined: Jul 2005
Posts: 1,002 Trier, Deutschland
Nowherebrain
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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I assume the kissenfischbaked.tga is the shadow map?...it was not included...no problem. you have the basic setup right, 2 textures/one material. on the UV maps in the mesh edit stuff set the active UV to the shade UV to bake to it(*you bake to the active, from the renderable UV*). Yours is correctly setup for the bake. *important* it will bake to the image assigned to the mesh in the UV image editor...so with your faces selected, go to the UV image editor and select the image you want to bake to(shadows)from the drop down menu. In the render buttons go to the bake tab, then select shadow. click bake.....it should be rendering to the image in the editor...
Now... in the material editor under the texture tab select the shadow map texture. go to the map input and select uv...type the UV name in the empty field(shade in this case). go to the "map to" tab and select multiply(you have done this already), and adjust the Col(coloring)value until you are happy. one last thing in the top menu(file, add, time line, game)in the game menu select Blender GLSL materials...this was not checked and may be the big issue you are having. ...I hope I covered it all as I typed and alt tabbed back and forth checking stuff. If this is not helpfull I will still do a video...it is no problem.
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Re: export complete levels from blender
[Re: ventilator]
#276403
07/04/09 21:54
07/04/09 21:54
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Joined: Jul 2005
Posts: 1,002 Trier, Deutschland
Nowherebrain
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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Yes, there is the second build up with Farsthary's FG(I've toyed with them and they are functional)...as you can tell from your thread there are quite a few Blender heads here....growing daily.
Last edited by Nowherebrain; 07/04/09 21:54.
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Re: export complete levels from blender
[Re: Nowherebrain]
#276405
07/04/09 22:12
07/04/09 22:12
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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bake with an empty material(white) and ao on. Do a full bake and you will have ao and shadows in one pass. Assign the texture in another material after the color. BTW: I am uploading a quick and dirty tut now to you tube. [video:youtube] http://www.youtube.com/watch?v=ts7sXIzw1X0[/video] That was fast! Enjoyed it! Gave me even additional hints how to use blender for such tasks! Great job!
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