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octree levels and 3rd party light maps
#47064
05/31/05 16:24
05/31/05 16:24
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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if a x file which already has a second texture coordinate set and assigned light maps gets imported as level geometry, it would be great if the map compiler could skip the light map generation and directly use the information which is already there. for things like architectural visualizations more realistic lighting is important. we could use external light map generators like gile[s] or maya which support global illumination techniques then. ... i think it would also make sense to support the collada format ( http://www.collada.org ) for importing level geometry. it seems to get popular for exchanging 3d data and i think they offer free and open libraries for reading and writing it.
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Re: octree levels and 3rd party light maps
[Re: jcl]
#47068
04/05/06 17:50
04/05/06 17:50
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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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Quote:
if a x file which already has a second texture coordinate set and assigned light maps gets imported as level geometry, it would be great if the map compiler could skip the light map generation and directly use the information which is already there.
Quote:
we could use external light map generators like gile[s]
JCL:
Quote:
This should already be possible when using model light maps stored in an external texture image.
Did anyone already use this technic?
Would be nice to see an example, explanation or tutorial!
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Re: octree levels and 3rd party light maps
[Re: William]
#47070
04/06/06 04:45
04/06/06 04:45
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I suggested something similar - having multiple textures per polygon. In my case, I could make great use of having a base texture (simple design), a noisemap (for roughness), and a third for lightmaps. Done first is the base texture, then the noisemap, then the lighting. But yes, I do agree that at least having lightmaps (precalculated even) will be very nice. If you use an external texture image, the texture will need to be huge for large, complex models. For all the different angles and things, it gets rather confusing. Having another texture to apply functioning as a light map which alters the pixel colors of the model's texture as needed, often by darkening them.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: octree levels and 3rd party light maps
[Re: jcl]
#47072
04/06/06 13:53
04/06/06 13:53
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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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Quote:
I have to specify my statement: Yes, you can use lightmaps in an external texture, but only if their coordinates have a linear relation to the texture UV coordinates. This is not the case, for instance, when the texure is tiled.
We will implement a solution for that once the renderer core is rewritten in order to render level geometry as meshes.
Ugh! Pain! I'm frustrated! Any anti-depressiva anybody? Doctor!!!... 
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