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Lightmapping tutorial

 
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TheKurgan
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Joined: 11 Nov 2004
Posts: 28

PostPosted: Sun Dec 05, 2004 9:08 pm    Post subject: Lightmapping tutorial Reply with quote

I have been playing around with .90 and not having much luck with lighting. Can someone post a simple tutorial to light a scene?

Thanks in advance.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Dec 05, 2004 9:36 pm    Post subject: Reply with quote

Will something along the lines of http://www.delgine.com/index.php?filename=tutorial_lightinglite do?
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TheKurgan
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Joined: 11 Nov 2004
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PostPosted: Mon Dec 06, 2004 12:22 am    Post subject: Reply with quote

Yes.

Thank you.
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condrula
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Joined: 07 Oct 2004
Posts: 62
Location: Rome, Italy

PostPosted: Tue Dec 07, 2004 2:12 am    Post subject: Reply with quote

hello, hmm i dont understand how to export the result of lighting, deled export only the texture, maybe is this a feature of only pro version?
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Tue Dec 07, 2004 4:41 am    Post subject: Reply with quote

condrula wrote:
hello, hmm i dont understand how to export the result of lighting, deled export only the texture, maybe is this a feature of only pro version?


There is a folder called lightmaps, look in there. It stores them in a subfolder named after your map.
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Paul-Jan
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PostPosted: Tue Dec 07, 2004 8:52 am    Post subject: Reply with quote

If you are referring to the .X export, you are right: DeleD doesn't export the lightmaps with the .X format, because .X doesn't support Multi-texturing.

Admittedly, technically it _could_ support multi-texturing (because .X is a free format, it supports anything), but there are no programs that support loading it, so it would be pretty useless.

To solve this, we'll add lightmapping support to native format export plugins that DO support it.
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TheKurgan
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Joined: 11 Nov 2004
Posts: 28

PostPosted: Tue Dec 07, 2004 2:35 pm    Post subject: Reply with quote

Quote:
If you are referring to the .X export, you are right: DeleD doesn't export the lightmaps with the .X format,


Ahh, that explains why I am not seeing any lightmapping in my .X files. I have been using TV3D, and I believe it does support lightmapped .X files. I could be wrong, but there is a property for it when you load a .X file.

What formats do you plan to support for export that will have the lightmapping?
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Paul-Jan
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PostPosted: Tue Dec 07, 2004 2:39 pm    Post subject: Reply with quote

B3D en DBO. And DMF ofcourse Wink

But your remark about TV3D is very interesting, are you sure? If we could figure out how TV3D expects the multiple textures and texturecoordinates to be encoded within the .X files, we will surely add it to the .X exporter on short notice!
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TheKurgan
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Joined: 11 Nov 2004
Posts: 28

PostPosted: Tue Dec 07, 2004 11:33 pm    Post subject: Reply with quote

Here is what the TV3D help says about loading .X files:

Quote:
TVMesh.LoadXFile( Filename As String, LoadTextures As Boolean, LightingMaterial As Boolean)

Loads a X (DirectX Format) static model into this empty mesh.

Arguments :
Filename Filename of the X file model (not animated) to load. (use absolute or relative pathing)
LoadTextures (Optional, value = True) Decides if the engine must load also textures referenced in the X file
LightingMaterial (Optional, value = True) Decides if the engine must create light material (that can be affected by light) or not.

Remark:
.If the current mesh isn't empty, the method will fail and maybe even produces a global protection fault.
.Textures that automatically loaded if the engine can find the good texture references.

Code Sample :
// Load the table.x into a new meshDim table As TVMeshSet table = Scene.CreateMeshBuilder("table")table.LoadXFile(mediaPath & "table.x")


I'll try to find out more. You might have more luck than I by contacting the TV3D devs directly.
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Paul-Jan
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Joined: 08 Aug 2004
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Location: Lage Zwaluwe

PostPosted: Wed Dec 08, 2004 7:34 am    Post subject: Reply with quote

Thanks for the info! Too bad the TV3D Mesh doesn't have a SaveXFile method, allowing us to simply test what the format would look like.
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