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Lost lightmaps?

 
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Rozmere
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Joined: 23 Jun 2007
Posts: 4

PostPosted: Sat Jun 23, 2007 3:55 pm    Post subject: Lost lightmaps? Reply with quote

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
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Sat Jun 23, 2007 7:05 pm    Post subject: Reply with quote

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
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Joined: 23 Jun 2007
Posts: 4

PostPosted: Sun Jun 24, 2007 1:32 am    Post subject: Reply with quote

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
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Jun 24, 2007 12:45 pm    Post subject: Reply with quote

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
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Mon Jun 25, 2007 4:29 am    Post subject: Reply with quote

If it's slightly dark, could that be a texture coordinate problem?
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Rozmere
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Joined: 23 Jun 2007
Posts: 4

PostPosted: Mon Jun 25, 2007 2:25 pm    Post subject: Reply with quote

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
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Joined: 23 Jun 2007
Posts: 4

PostPosted: Mon Jun 25, 2007 2:26 pm    Post subject: Reply with quote

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
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Mon Jun 25, 2007 5:54 pm    Post subject: Reply with quote

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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