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3 Dimensional Chat / Did we ever figure out how to get a lightmap onto a complex level?

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QuothTheRaven
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Location: United States
Posted: 7th Jan 2004 02:34
I remember a while ago I started a thread about the terrible hardship it is to try to get a lightmap onto a complex level, and the thread closed due to time and there was no solution found. Has anyone been able to get a complete lightmap, shadows and all, onto a complex 3d level? The last time I tried I ended up with 65mb of lightmaps...and the problem with DBP is that you can only apply one lightmap image to an object...making shadows on a huge level near impossible.

And no, I'm not turning to BSP, because the Nuclearglory DLL is far faster and far less buggy than the current DBP BSP collision...

So, how do we lightmap a level, gents?

Megaton Cat
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Location: Toronto, Canada
Posted: 7th Jan 2004 18:54 Edited at: 7th Jan 2004 18:56
Hmm...
I gave up long ago...I'm just gona buy Cart Shop...it's good anof for me...

Check out that new lightmatter in general forums though, it looks pretty good (actually there are 2)

Luminescence 3D Professional Lightmapper (check this out)
http://www.thegamecreators.com/?m=forum_view&t=23162&b=2

form the screens it looks quite nice

another : looks equaly as good
gile[s] lightmapper
http://www.thegamecreators.com/?m=forum_view&t=23163&b=2



DB generation: http://www.excaver.com/dbg
I'm keeping my fingers crossed for the Matrix Reformated
QuothTheRaven
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Posted: 7th Jan 2004 19:13
The creator or Room War figured it out, as you can clearly see in his game, and I'm waiting for his response as to how he actually did it. Lightmappers aren't the problem, there's hundreds out there, it's the fact that DBP can only apply one lightmap to an object with the set light mapping command.

Oliver
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Location: Switzerland
Posted: 7th Jan 2004 19:31 Edited at: 7th Jan 2004 19:34
The lightmap in Room War is another object slightly bigger than the original with dark ghosting turned on (It is possible to see the two seperate objects up close). This method works fine, apart from doubling the polygon count .

Quote: "Lightmappers aren't the problem, there's hundreds out there"


I disagree. The DB bit is easy. The lightmapping bit is hard. If you know of a good free lightmapper please tell me (seeing as you know 100 of them surely one must be free?).
Megaton Cat
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Posted: 7th Jan 2004 19:38
What's War Room?


DB generation: http://www.excaver.com/dbg
I'm keeping my fingers crossed for the Matrix Reformated
Oliver
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Posted: 7th Jan 2004 19:38 Edited at: 7th Jan 2004 19:42
a serious cool a/w entry, theres a demo around this place.

[edit]
Just a thought: if you are light mapping a detailed object which already has UV cordinates, if there is a light mapper which can use the UV cords of the object loaded (instead of making its own), you could apply both textures to the same object.
atair
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Location: Vienna, Austria
Posted: 7th Jan 2004 21:32
ok - hope this image helps:

-btw. this technique is only required when you have titled textures - on all other objects you can merge the two maps directly..
QuothTheRaven
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Posted: 7th Jan 2004 23:35 Edited at: 7th Jan 2004 23:41
Quote: "What's War Room?"

Look in the Program Anouncements section.

And the objects with the textures are dark ghosted? I though the objects with the lightmaps were dark ghosted.

I don't get how this works though, because if you scale an object, it will grow uniformely, not just get thicker...if you scale a torus up then the bigger torus wont be outlining the smaller one. With complex objects, like a bookshelf, the lightmap would only align in the middle?

And a lightmapping program...
http://www.windssoft.com/

Another...
http://quill3d.users.btopenworld.com

Dave J
Retired Moderator
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Location: Secret Military Pub, Down Under
Posted: 8th Jan 2004 01:43
Err... I'm a little lost, what exactly is lightmapping?

I thought it was as simple as setting up lights in a 3D program and then just baking it into the texture...


"Computers are useless they can only give you answers."
QuothTheRaven
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Posted: 8th Jan 2004 02:22
Well, technically that's a complete map. And the big problem with texture bakins is that you'll lose all quality or have huge file sizes. Not a good chioce.

A lightmap is a set of textures and uv coordinants that holds the object's shadows and refracted light and all that, just in black and white or colored form, without any actual textures. Then that's put over the texture map to create the illusion of light.

Dave J
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Posted: 8th Jan 2004 09:37
Oooh, I understand you now. I'll have a play around and see if I can get it to work.


"Computers are useless they can only give you answers."
Oliver
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Posted: 8th Jan 2004 12:10
@QuothTheRaven

The object with textures is just loaded as it is. The object with the lightmap textures has to be dark ghosted. The example pictures above are clearly not correct.

As for the lightmap object, instead of scaling it most 3d good modeling programs have an extrude feature. This will scale the object proporsionatly.

Thanks for the links, I'll have a look at them later.

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