Lightmap editing??

Posted By: pesseba

Lightmap editing?? - 03/05/07 22:06

Hi people!

Well... I would like to make mdl files with two channels (one for lightmaps), but how it isn't possible in 3DGS, I would like to know if is it possible to extract lightmaps from level editor to edit it??
I don't understand why this feature exists (lightmap) but wasn't explored to limit, with radiosity from 3dsmax, per example!!
Posted By: xXxGuitar511

Re: Lightmap editing?? - 03/06/07 00:33

nope.

You'd have to craete your own lightmaps (possibly with other software), and then save it as another skin on the model (you get this part), then use a shader (comm or pro edition required) to apply the lightmap to the model.
Posted By: pesseba

Re: Lightmap editing?? - 03/07/07 18:13

Yes I know...

I already saw this method in other post, but unfortunately the mdl format can't store more than one channel... I think the better thing about lightmaps is to work tilemapping and "explicit mapping" together!

So, Do you know a way to store two channels?? Maybe with another format, like md5 or an external file... Is it possible?

Thanks!
Posted By: Robotronic

Re: Lightmap editing?? - 03/08/07 00:31

I think, you donŽt need separate UV. Look at this thread

Lightmapping

Problem is, that youŽll need a lot of texture memory ...
Posted By: xXxGuitar511

Re: Lightmap editing?? - 03/08/07 04:58

Use another skin...

skins 1-4 are available to shaders...
Posted By: pesseba

Re: Lightmap editing?? - 03/08/07 17:34

So, as a matter of fact if I need to use lightmaps really, I have to make this in Level Editor with wmb files.

Thaks!
Posted By: xXxGuitar511

Re: Lightmap editing?? - 03/09/07 02:06

You can either use a shader (draw a lightmap, use another program to calculate one), or simply use WED's lighting system...
Posted By: bstudio

Re: Lightmap editing?? - 03/09/07 10:21

Though WED's lighting system isn't that great
Posted By: pesseba

Re: Lightmap editing?? - 03/09/07 11:56

The problem about shader lightmaps is that I can't use a tilemap texture together (impossible second UVW map channel in mdl)... I understand about memory economy from this shader, but I don't care this.
I needed the same lightmap features of WED models on mdl... But ok!

It's enough...
Posted By: xXxGuitar511

Re: Lightmap editing?? - 03/09/07 14:42

Tilemap texture together? What are you trying to do exactly? Create a multitexture terrain with a shadowmap?
Posted By: pesseba

Re: Lightmap editing?? - 03/09/07 21:52

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!!
Posted By: xXxGuitar511

Re: Lightmap editing?? - 03/10/07 03:21

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...
Posted By: Robotronic

Re: Lightmap editing?? - 03/10/07 10:38

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 canŽt be arranged this way. This is because each mapped face will need a unique representation on the shadowmap - because the lighting of course doesnŽt 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 thereŽll 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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