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Rozmere Member
Joined: 23 Jun 2007 Posts: 4
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Posted: Sat Jun 23, 2007 3:55 pm Post subject: Lost lightmaps? |
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I've been building a scene in Deled Lite for a project I'm doing in Blink3D. When I light the system texture (in other words I don't add a texture to the models before lighting) and then export the mesh, default texture and lightmaps and load them into Blink3D then everything looks fine (although I have major difficulty relighting anything from Deled in Blink). However, if I texture my models in Deled with my custom made 512x512 jpg textures and generate lightmaps and then load the mesh into Blink the lightmaps seem to be non-existant. I've textured only part of a model so that I could see that the lightmaps stops where the default grey Deled texture ends and my custom texture begins.
Any suggestions on how to fix this problem?
Thanks in advance. |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Sat Jun 23, 2007 7:05 pm Post subject: |
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Does Blink3D actually support importing light-mapped models using multi-texturing? If it supports only importing a single texture (or if the format you use to export only supports a single texture) then the export won't transfer everything over. |
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Rozmere Member
Joined: 23 Jun 2007 Posts: 4
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Posted: Sun Jun 24, 2007 1:32 am Post subject: |
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jwatte wrote: |
Does Blink3D actually support importing light-mapped models using multi-texturing? If it supports only importing a single texture (or if the format you use to export only supports a single texture) then the export won't transfer everything over. |
To tell the truth I don't know, but if this is the case then why does it transfer the lightmaps and everything fine when I'm only using the default DeleD texture? I've been playing around with this a bit more and it does transfer a lightmap with my custom textures but it seems to be very faint and it seems to darken my textures, I don't mean the lightmap darkens my textures, just that the textures are darker overall. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Jun 24, 2007 12:45 pm Post subject: |
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So the current status is it does work but things look too dark... could it be that the dynamic lights inside Blink are a bit too dark?
I kinda stopped playing around with Blink3D once it actually started to cost money, but I am assuming it still runs on (a modified version of) the Ogre engine. I'll have to download the trial and see... |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Mon Jun 25, 2007 4:29 am Post subject: |
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If it's slightly dark, could that be a texture coordinate problem? |
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Rozmere Member
Joined: 23 Jun 2007 Posts: 4
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Posted: Mon Jun 25, 2007 2:25 pm Post subject: |
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Paul-Jan wrote: |
So the current status is it does work but things look too dark... could it be that the dynamic lights inside Blink are a bit too dark?
I kinda stopped playing around with Blink3D once it actually started to cost money, but I am assuming it still runs on (a modified version of) the Ogre engine. I'll have to download the trial and see... |
Well, I do have problems getting Blink lights to work on DeleD models but I was actually refering to the Deled lightmaps turning very dim, except on the default system texture. |
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Rozmere Member
Joined: 23 Jun 2007 Posts: 4
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Posted: Mon Jun 25, 2007 2:26 pm Post subject: |
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jwatte wrote: |
If it's slightly dark, could that be a texture coordinate problem? |
I'm intrigued by your question, how could it be a coordinate problem? |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Mon Jun 25, 2007 5:54 pm Post subject: |
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The deled viewport uses REPLACE to render the first layer textures by default. This means that lighting has no effect on them, and they are fullbright.
If you have lighting turned on in Blink, and it's low, you will have darker textures. _________________
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