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mobeen Member
Joined: 26 Sep 2005 Posts: 34
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Posted: Mon Feb 27, 2006 10:32 am Post subject: How do i use the lightmaps generated by DeleD? |
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Hello all
I create a level light it and then create lightmaps. DeleD has created 5 lightmaps in the lightmap folder. Now how do i go about loading the level in my engine???
Does DeleD export lightmap info in x files if not then how do i load them?
Thanks
Mobeen |
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mappy DeleD PRO user
Joined: 18 Aug 2005 Posts: 340 Location: France
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Posted: Mon Feb 27, 2006 11:41 am Post subject: |
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Well, it all depends on what is your engine ...
It's much more a programming topic for me _________________ OL. |
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kaylon Member
Joined: 20 Feb 2006 Posts: 45 Location: Dundee
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Posted: Mon Feb 27, 2006 8:11 pm Post subject: |
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.X does not support multi texturing..and therfore does not support lightmaps...
K _________________ I'm an Artist...It's my job to ask programmers for things that make my life easier. |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Tue Feb 28, 2006 1:06 am Post subject: |
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When you export your stuff in Deled to .X it creates 2 meshes with different mapping info; one with the difuse map and another one with the lightmaps. Your engine must be capable of blending these two into 1 single file displaying the lightmap effect. (I think Blitz3d follows this procedure).
The Irrlicht engine uses a different approach; it loads the DMF file directly along with its textures and lightmaps placed in the same folder. The result is the same: A lightmapped level.
So Mappy is right; it's all up to your engine's graphic capabilities.
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sammy Member
Joined: 03 Feb 2006 Posts: 60
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Posted: Mon Mar 06, 2006 5:34 am Post subject: |
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Hi afecelis,
Could you be more specific? (as I just start learn to use lightmaps)
How could we load it into Blitz3D? Any reference code?
Thanks in advance.
Sammy |
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mappy DeleD PRO user
Joined: 18 Aug 2005 Posts: 340 Location: France
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Posted: Mon Mar 06, 2006 10:01 pm Post subject: |
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For manually loading a lightmap into Blitz3D :
map=LoadMesh("testmap.b3d")
lmap=LoadTexture("testmap_lm.bmp",16+32)
TextureCoords lmap,1
TextureBlend lmap,2
EntityTexture map,lmap,0,1
EntityFX map,1
But you usually won't have to use this code, because as far as I know, lightmap usually loads itself with the map (level).
Now this code can be handy if, for example, you want to toggle day/night lightmaps for your level ... _________________ OL. |
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