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octree levels and 3rd party light maps #47064
05/31/05 16:24
05/31/05 16:24
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
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.

Re: Collada support ... [Re: ventilator] #47065
06/01/05 08:54
06/01/05 08:54
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Andreas C Offline
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Andreas C  Offline
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Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Quote:

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.




Looking at the documentation on their site, I'd agree that it would be a good thing. From what I could gleen, COLLADA provides a pretty comprehensive set of "things"/objects/entities (whatever is the correct term ?) that can be ex-/imported.

But how does this compare to the .X format that will be supported (according to the forecast section) ? Certainly, I would expect COLLADA to be more "open" than any MicroSoft standard.

Cheers,
Andreas

Last edited by Andreas C; 06/01/05 08:55.

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Re: octree levels and 3rd party light maps [Re: ventilator] #47066
04/01/06 21:30
04/01/06 21:30
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

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Orange Brat  Offline

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O

Joined: Aug 2000
Posts: 7,490
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]





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Re: octree levels and 3rd party light maps [Re: Orange Brat] #47067
04/05/06 16:49
04/05/06 16:49
Joined: Jul 2000
Posts: 27,935
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,935
Frankfurt
This should already be possible when using model light maps stored in an external texture image.

Re: octree levels and 3rd party light maps [Re: jcl] #47068
04/05/06 17:50
04/05/06 17:50
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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!

Re: octree levels and 3rd party light maps [Re: Pappenheimer] #47069
04/06/06 03:27
04/06/06 03:27
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
If you import an .x model with 2 sets of uv coords, one being your texture, the other the lightmap. Would it show properly in A6? Is this what you meant? I havn't worked with the .x format yet and am unsure of what it's capable of. Looking for a way to have lightmaps on my models. Thanks.


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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
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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.


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Re: octree levels and 3rd party light maps [Re: ulillillia] #47071
04/06/06 10:09
04/06/06 10:09
Joined: Jul 2000
Posts: 27,935
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,935
Frankfurt
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.

Re: octree levels and 3rd party light maps [Re: jcl] #47072
04/06/06 13:53
04/06/06 13:53
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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!!!...

Re: octree levels and 3rd party light maps [Re: Pappenheimer] #47073
04/06/06 23:27
04/06/06 23:27
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Yeah, but theres really no point in lightmaps if you can't have tiled uvs underneath. Sure you can go with single uv and use detail maps but then you have to do this for all your objects, because 1 obvious model with no lighting that tiles it's uvs is really out of place. I guess the only option is to wait for the new renderingcore. I had previously thought Octree would allow lightsmaps, but I guess not.

Quote:

Ugh! Pain! I'm frustrated! Any anti-depressiva anybody? Doctor!!!...




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