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Re: ingame light mapper
[Re: DavidLancaster]
#135190
06/13/07 02:02
06/13/07 02:02
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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dude thats more than insane, thats INANE. Not really, its awesome though!
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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Re: ingame light mapper
[Re: ventilator]
#135191
06/13/07 04:44
06/13/07 04:44
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
i experimented with an ingame light mapper this weekend:

it can automatically generate light maps for a model based level directly in the engine. it already supports multiple colored point lights with falloff. casting shadows can be enabled or disabled for lights. (i always wanted this possibility in wed! it makes using fill lights much easier.)
you can change light settings in the engine and let the light map update immediately.
it's still experimental and work in progress and i hope everything works out.
Very cool! Must ... have ..this!! 
Cheers
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Re: ingame light mapper
[Re: PHeMoX]
#135192
06/13/07 05:26
06/13/07 05:26
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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...A little offtopic, but where might I find more info on Giles? I couldn't find it in a search...
xXxGuitar511 - Programmer
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Re: ingame light mapper
[Re: DavidLancaster]
#135195
06/13/07 20:28
06/13/07 20:28
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Joined: Nov 2006
Posts: 129 Gondomar, Portugal
Pedro_Amorim
Member
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Member
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
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Quote:
I'd add it, just make sure that you get the $$ from selling it for implementing all the nice/stable/good features people would look for. Giles does it...(I think), here's the results I got:
is that an ingame screenshot inside gamestudio? or in giles? can you export from giles to gstudiio?
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Re: ingame light mapper
[Re: ventilator]
#135199
06/14/07 13:36
06/14/07 13:36
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Joined: Nov 2004
Posts: 862 Australia
DavidLancaster
User
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User
Joined: Nov 2004
Posts: 862
Australia
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Quote:
what issues did you run in? could you post some more details about your blender-gile[s]-3dgs worklow? i think it could be interesting for others.
It could have been the way I exported my .obj from blender, I don't understand that plugin's interface at all. When I imported .obj into giles, I had heaps and heaps of materials, where I only need 1 material I had 10, so I had to go through the process of selecting the right ones, deleting then reassigning. I found that doing that messed up the export process to .x and .3ds. When I imported those files to MED all the materials were mixed up.
So the only way I can get it to work is if I export with all these materials, and then when I import that version into 3DGS it has about 50 materials when I only need 8 or so, and all the textures are internal so I have to go through the tedious process of making them external.
This all could be caused by my lack of experience though.
Is there a way to go blender - giles with as little materials as possible? I also find I have to select each material and create a texture for it. Is there any way to easily go blender - giles with the textures already loaded and in place?
Thanks!
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