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3 Dimensional Chat / Lightmapping programs?

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Wooly Lamb
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Posted: 5th May 2004 01:27
I know 3DSMax can do it or gile[s] is a fantastic tool for it. But can recent versions of gameSpace or Truespace do lightmapping that can be imported into DB? 3DSMax licence is too expensive, and I'm looking for modelling and animation capabilities in the lightmap program, so I'll use gameSpace or Truespace to gile[s] if they support lightmapping.
walaber
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Posted: 5th May 2004 11:37
although not in the same program, I suggest this toolset:

modelling - Milkshape
uv mapping - Ultimate Unwrap 3D
lightmapping - Gile[s]
animation - Character FX

the whole set only costs about 100 US dollars.

Go Go Gadget DBPRO!

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Wooly Lamb
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Posted: 5th May 2004 11:55
Yes, Milkshape is fantastic! I already use it. Infact, I've already got comfortable with it's internal texture mapper and animation system.

But I still need to know - Can gameSpace 1.5 or Truespace 6 render lightmaps?

The reason is this - I plan to export the whole level for my game as a SINGLE lightmapped object and use Nuclear Glory collision with it. This will save me a lot of work as I don't want to make a special level builder. As gameSpace is said to work with DBPro very well and offers a slew of other features (specially with the mappack) I think it'll satisfy my need perfectly.
Joncom2000
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Posted: 5th May 2004 22:24
I think you can Texture bake in the latest version of Gamespace, that can be used for lightmapping style effects I think.
Wooly Lamb
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Posted: 5th May 2004 23:13
That'd be great. I'll buy gameSpace then.

Can anyone else confirm?
Wooly Lamb
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Posted: 6th May 2004 02:02
I'm sooo dumb - I just could've checked out the gameSpace page -

http://gamespace.thegamecreators.com/?f=surfacing

Yes! It does support texture baking!
walaber
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Posted: 6th May 2004 07:48
just a reminder, texture baking is not a very efficient way of making lightmaps because it relies on the existing UV coordinates for the model. this means if you have 2 parts of the model using the same area of the texture, you can't texture bake properly.

it's generally a much better idea to use multiple textures. this means a completely seperate texture for the lightmap, with it's own UV coordinates.

from what you've mentioned, I think Gile[s] is perfect. model all of your parts in milkshape, then import and place them in Gile[s] into one big level file. lightmap it up, and then export the whole object as a .dbo file (fast loading + multiple textures). then slap NCG collision on it and you're ready to go.

Gamespace will probably work as well, I just don't use it personally.

Go Go Gadget DBPRO!

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Wooly Lamb
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Posted: 7th May 2004 02:56
Hmmm... thanks for the insight walaber. Maybe gile[s] is the way to go for me.

I just found out Cartography Shop has lightmapping option as well.

Can you please give me another advice? If I'm not considering the prices, which one would work for me better - CShop or gile[s]?
walaber
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Posted: 7th May 2004 06:57
Cshop can not currently make .dbo files. this means you must export your level a 2 .x files. one file is the normal level, with the normal textures. the 2nd is the level, but with the lightmap texture. then you load in the lightmap object, and then load in the level object. then you have to ghost one of them (forget which one), and you're level is lightmapped. the drawback is you have 2 copies of your level, which means twice the polygons.

with the .dbo format, you get it all in one file, which means no double polygons, and no messing with ghosting.

personally, I think Gile[s] is the best choice right now. bear in mind that I haven't used Cshop to any major degree, so I can't compare the features of the programs.

Also I know there is a plugin availabe to load Cshop files directly into DBPro, but I don't know how it handles the lightmaps... it might use the 2 object method, or it might not.

Go Go Gadget DBPRO!

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Wooly Lamb
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Posted: 7th May 2004 07:11
Thanks walabar! If Nuclear glory supports .dbo and gile[s] makes the whole level into a single one, then gile[s] will suit the purpose best.

You've been a great help! Thanks again!
walaber
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Posted: 7th May 2004 12:25
nuclear glory supports the .dbo format.

Go Go Gadget DBPRO!

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Wooly Lamb
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Posted: 7th May 2004 14:33
Cool!
CPU
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Posted: 10th May 2004 02:11
one note about CShop, it does support lightmapping but it is very slow and it doesn't have paint options like gile[s], it's modeling environment is also not to good because it only has the ability to create symetrical objects unless you split it into multiple objects and then do it but i've found it fairly unsatisfactory. in my opinion, go for gile[s]

CPU

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BearCDPOLD
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Posted: 11th May 2004 03:40
The simple solution for the gamespace texture confusion is to save the model and export with texture, if you leave the right boxes check marked it will export a single texture that will lightmap smoothly, at least that's what I've been hearing around the gs forums/user manual/and seen in examples.

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Dr Evil
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Posted: 17th May 2004 10:27
hey walaber what do you use to make your models? have you ever used maya?
Lascerus
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Posted: 22nd May 2004 10:46
hmm can i make levels in cshop and import them into giles for lightmapping?
I want to know cause i want to buy both or should I rather wait for deled....hmmm.

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JeroenNL
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Posted: 22nd May 2004 12:00
The Flag: it depends on wether or not you're in a hurry. I think it will take another 2 or 3 months (maybe more) before DeleD can do lighting. On the other hand, DeleD will be a hellofalot cheaper than Cshop and Giles combined.

Use the free 3D modeller DeleD to get skilled in 3d editing! Visit http://www.delgine.com for more info.
walaber
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Posted: 25th May 2004 13:25
corporal Tunnel I use milkshape for all of my models.

Go Go Gadget DBPRO!

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