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DarkBASIC Professional Discussion / Set Light Mapping On

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Kenjar
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Posted: 9th Jan 2006 21:30
Right, 1 loaded light map image, one model created with 3D World Studio, one Set Light Mapping On 1,1 command, and as usual the light map overwrites the diffuse layer of the model leaving me with a light mapped model and no textures. This is an old problem I know, but is there any flag, switches or any code around that will get around this problem?


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
French gui
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Posted: 9th Jan 2006 21:33
Are you using 5.9? I mean, is your model in .dbo format?

Kenjar
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Posted: 9th Jan 2006 21:54
The model is DBO and I am using 5.9 yes, in fact here's the code and the models I am using attached.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.

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French gui
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Posted: 9th Jan 2006 21:56
I think there's a trouble with .dbo and upgrade 5.9 (search somewhere on forum). Trying your code...

French gui
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Posted: 9th Jan 2006 22:09
Hmmm, yes. Have you tried SET BLEND MAPPING command?



Is it what you want to do?

Red Ocktober
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Posted: 10th Jan 2006 02:13 Edited at: 10th Jan 2006 15:38
KJ... i think it might be best to stay with 5.8, use .DBO format, do your lightmapping in Gile[s] or CShop, and just bring the models into DBPro without using the set light mapping or blend mapping on at all...

... or use the dual .x models as he does, if the additional polys aren't gonna be a factor...

here is a quick pic from the .x method of his level unaltered running in DBPro...




... unless there is something in particular you need in 5.9...

take a look at the walkthrough demo and look at what Meg cat has done... it may be what you are looking to do...

good luck...

--Mike
Kenjar
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Posted: 12th Jan 2006 09:27
The set blend mapping works for objects exported with 3D World Studio.

yes I've heard of the doubling up models to get the effect, I've always reguarded it as a pointless waste of resource, and processing power. I've also made my feelings well known in the past, about the TGC's habbit of designing commands that don't use the alpha channel, it's been a common technology since 1993. All the TGC had to do was copy the diffuse UV's into a second UV set, and let someone with MS Paint produce a black and white image based on the original texture. I am still rather annoyed that in the 5.9 the set Light mapping on command exists to confuse new and old users alike.

Still at least the blend mapping is working!


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Chenak
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Posted: 12th Jan 2006 14:59
Quote: "The set blend mapping works for objects exported with 3D World Studio.

yes I've heard of the doubling up models to get the effect, I've always reguarded it as a pointless waste of resource, and processing power. I've also made my feelings well known in the past, about the TGC's habbit of designing commands that don't use the alpha channel, it's been a common technology since 1993. All the TGC had to do was copy the diffuse UV's into a second UV set, and let someone with MS Paint produce a black and white image based on the original texture. I am still rather annoyed that in the 5.9 the set Light mapping on command exists to confuse new and old users alike.

Still at least the blend mapping is working!"


How would the blend mapping command work? 3dws exports will have more than one lightmap for a level creation, so won't it just paste one image over the whole object screwing the whole thing up?
Kenjar
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Posted: 12th Jan 2006 16:34 Edited at: 12th Jan 2006 18:55
It worked at the time because I was merely exporting a single house with limited textures, it was small enough to export just one light map.

I have however just hit the problem you pointed out. I just exported a castle scene as .dbo, but it generates 7 lightmaps, and once the scene is finished it will likely generate yet more light maps. Now with just one light map I could have used the ghost a second model method, but there is no way I am ghosting 7 of the buggers.

Does anyone know of any reasonable way of enabling light mapping with a dbo object with multiple light maps exported?

And if no, why in the name of hell is 3D World Studio being advertized as being able to do just that? I mean it's all very well having the ability to export, but there should be a notice there saying "Warning: DarkBASIC Professional does NOT support lightmaps"

And if it's going to be a "this feature will be availible in version 6.0" I'm going to be really annoyed because it's supposed to be in 5.9 now.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Olby
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Posted: 12th Jan 2006 20:05
this is how it goes and you can not do nothing about it!

"Gangsters die, they don't go to heaven where angels fly!"
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Kenjar
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Posted: 12th Jan 2006 20:35
I can complain like a crazy drunk tramp with a bottle of meth's


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Pulsar Coder
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Posted: 12th Jan 2006 20:59
@French gui: the doc says tha "set blend mapping on" has only 3 parameters and you are using 4, so what does the last one (or last 2 ones) stand for?
Olby
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Posted: 12th Jan 2006 21:06
Docs are out-of-date, 4 parameter usage of set blend mapping on was introduced in update 5.8+ ...

"Gangsters die, they don't go to heaven where angels fly!"
AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c
Pulsar Coder
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Posted: 12th Jan 2006 21:15 Edited at: 12th Jan 2006 21:27
ok.

Where can I find info about these new parameters?

EDIT: found it (http://darkbasicpro.thegamecreators.com/?f=upgrade_5_8).
AtomR
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Posted: 12th Jan 2006 23:16
The only thing missing from DBP right now to make lightmapping work perfectly is a command like SET LIMB BLEND MAPPING ON.

Its the only thing u can't do. U can manipulate uvs create new uv layers. All we need is how to set layers on different limbs.

Take care
AtomR
Pulsar Coder
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Posted: 12th Jan 2006 23:41 Edited at: 13th Jan 2006 14:41
If new UV layers can be created on the original mesh then one can get rid of the second mesh -I mean, the lightmapped one.

EDIT: BTW AtomR, which are the commands to create new UVs? Can new UVs been copied from a second mesh?
CTF Freak
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Posted: 13th Jan 2006 01:39
Dark basic pro does support lightmaps on a dbo try using deled lite and export using their dbo exporter.

The only bummer is that in order to do good lightmaps you have to buy pro.

Someone needs to make a exporter for giles to export to the new dbo format.
Pulsar Coder
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Posted: 13th Jan 2006 14:59 Edited at: 13th Jan 2006 15:26
I really like Gile[s] lightmapping -even more than Cartography Shop.

However, for large maps -or medium ones like the one Red Oktober was referring to- Gile[s] runs really slow.

Can DeleD handle large maps with no performance lags?

EDIT: I have downloaded the lite version and the answer is yes, but the importer does not properly load the x-format mesh of the sample map provided by Megaton Cat.

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