View Full Version : light map
voyer 03-18-2003, 04:17 AM I am trying to make a light map for a real time game.
I want to build a map that all the level can use....
meaning that the level can use different diffuse maps but one image for the light map
stretched over everything?
I am reading up on the light map in texture baking and it says i can render to texture the entire scene, but i havent been able to figure it out.
Still renders the light maps out for each part individualy.
can anyone help???
can this even be done?
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gaggle
03-18-2003, 09:31 AM
Maybe a little too much to ask for the basic texturebaker.
I think you should go map up all the objects properly so they share the same UV square. You do this to another UV channel than what the colour-bitmaps uses. Then get "Bakersfield", a baking-extension-script from Scriptspot.com, and see if you can't get it to bake the lighting-information based on the "light" UV channel.
Makes sense?..
This is all theoretical so I advise you to test it out first :), but with a little luck you'll be able to do the whole baking-thing in one go, to one big texture.
..I can only imagine that'll be one helluva big texture if you intend to have any kind of proper lightmap resolution... I can't personally see the positive sides to managing one big lightmap bitmap, but hey, your game :)
voyer
03-18-2003, 03:54 PM
I am just learing about light maps.
So I still dont know the positive side of anything...lol
But I want to try a variety of approaches before i decide what will be used in the game, thats if the programmers can even figure out how to use it in the engine they are building.
Alot of ifs and trial and error.
Just love developing games
:)
voyer
03-18-2003, 07:14 PM
I also read that i can preview the light map in my viewport using lightmap shader.
How do i get to this shader???
voyer
03-18-2003, 07:30 PM
Originally posted by voyer
I also read that i can preview the light map in my viewport using lightmap shader.
How do i get to this shader???
never mind.
I found it.
You have to enable direct 3d for your driver configuration.
then the option is in the material editore .
voyer
03-18-2003, 08:20 PM
The problem that i am having is this.
We use instances of objects in this game.
How can I get the light map to show up proper on instanced objects?
still using the same diffuse map on another chanel?
Anyone know of a tutorial?
Or step by step instructions to get around this problem?
What you are trying to do would probably break the instancing and make each object unique.
voyer
03-19-2003, 12:45 AM
I made a uv for the objects on chanel 1
then another on chanel 2 and unwrapped it differently on this chanel to allow for complete maping on all sides with no reusing or overlaping.
Now the dufise map is the same for all the instaced objects.
but the light map is different for each object using the light map unwrap chanel.
works like a charm
previewd it in max using the lightmap shader.
now all i have to do is get the programers to figure out how to export it so the engine can use it....
atleast my end of the deal is done for now....hehehe
voyer
03-19-2003, 10:36 PM
I think that i have worked out all the details of light maping.
But I have a question about it now.
I notice that the shadows look very much like the radiosity solution did but the highlights from hot spots where geometry was close to the light doesnt translate so well.
Does light maping only display the shadows???
Is there a way I can get the hot spots from the solution to show up as well in the preview???
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