bleep
01-10-2003, 12:44 PM
Hi all
Is it possible to build levels in max? i know you can build anything but i'm mostly wonder about the lightmaps and the decals...
is there a script or a method to bake the lightmaps directly on all objects? what i mean is imagine i have a ground with tiles and some static mesh buildings casting shadows on each others and on that ground
Now i can bake the lightmaps on each building texture, but it would increase the number of my textures considerably cause even if the buildings are similar they need to have a specific texture cause of the different shadows, and also how o do with the tiles on the ground, if i bake each part i would have too many textures then the use of tiles would just be lost of time, when in a game engine i'd just have to calculate the lightmaps and no worry about baking textures as the lightmaps are displayed on top of them. i know i could use vertex color if the buildings were simple but i want to make lightmaps ;)
Also imagine i want to make a rts level (like age of mythology for example) the ground is the same tile everywhere but now i want to add parts where grass is not pressent and fades to rock also some roads are present. In game editor i could just "paint" to add my mud textures and select the roads the curves or the straigth ones and place them. But in max how would you do? is there a way i can use vertex information to paint the mud (as the road placement shouldn t be a problem...i hope) also, imagine i have a spot with grass a little bit of mud and a tree nearby, this tree cast lightmaps on the ground and fall half the mud / grass detail. how can i do the lightmaps for they are not worrying about special spots like that?
Wonder how the pros are doing levels without an game editor (where they have none, wich seems rare...)
Is it possible to build levels in max? i know you can build anything but i'm mostly wonder about the lightmaps and the decals...
is there a script or a method to bake the lightmaps directly on all objects? what i mean is imagine i have a ground with tiles and some static mesh buildings casting shadows on each others and on that ground
Now i can bake the lightmaps on each building texture, but it would increase the number of my textures considerably cause even if the buildings are similar they need to have a specific texture cause of the different shadows, and also how o do with the tiles on the ground, if i bake each part i would have too many textures then the use of tiles would just be lost of time, when in a game engine i'd just have to calculate the lightmaps and no worry about baking textures as the lightmaps are displayed on top of them. i know i could use vertex color if the buildings were simple but i want to make lightmaps ;)
Also imagine i want to make a rts level (like age of mythology for example) the ground is the same tile everywhere but now i want to add parts where grass is not pressent and fades to rock also some roads are present. In game editor i could just "paint" to add my mud textures and select the roads the curves or the straigth ones and place them. But in max how would you do? is there a way i can use vertex information to paint the mud (as the road placement shouldn t be a problem...i hope) also, imagine i have a spot with grass a little bit of mud and a tree nearby, this tree cast lightmaps on the ground and fall half the mud / grass detail. how can i do the lightmaps for they are not worrying about special spots like that?
Wonder how the pros are doing levels without an game editor (where they have none, wich seems rare...)
