Jump to content

Lightmap import in LE3.1 possible ?


YouGroove
 Share

Recommended Posts

Yes, you can actually lightmap using CSG in 3.0 and re-use them in 3.1, but you need a set of lightmap-shaders which will run in 3.1

 

I did a superquick test (all lightmapped in 3.0 and loaded in 3.1), but there could be problems in a more complex scene (and it's not a very smooth workflow using 2 editors)

post-747-0-61959600-1397808695_thumb.jpg

  • Upvote 1

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

Link to comment
Share on other sites

What do you mean about problems ?

I, fact i was more thinking in Blender Lightmaps import for advanced lightmaps and static 3D scenes.

So it would need some special UV shader then , not LE3.1 emissive.

 

I found some lightmap shader code , seems short but i'm not shader guru :

http://stackoverflow.com/questions/9234547/combining-two-texture-in-fragment-shader

Stop toying and make games

Link to comment
Share on other sites

What was the ability of the LW3.0 lightmapper in Global Illumination? Could you get a Illuminated texture and light with it? Was it handling well bounced light? If it were as good as in Source, then your shaders could help a lot! Just me to find way to get LE3.0 if this work.tongue.png

 

For static models (not CSG), this can be done by baking the light into the diffuse texture. Done that a couple of time with Irrlicht.

Link to comment
Share on other sites

What was the ability of the LW3.0 lightmapper in Global Illumination? Could you get a Illuminated texture and light with it? Was it handling well bounced light? If it were as good as in Source, then your shaders could help a lot! Just me to find way to get LE3.0 if this work

Pretty limited, i was thinking import for Blender baked lightmaps that will have far superior lightmap with SSAO, indirect illumination etc ... baked.

You should forget LE3 as it s obsolete now and no more maintained.

  • Upvote 2

Stop toying and make games

Link to comment
Share on other sites

Ha! Thanks. I now fully understand why Josh did not want to incorporate the lightmap system. Unity use BEAST, that is a middleware, acquired by Autodesk now, so they've not done it themselve and used another product to do it, since it require lot of work.

 

I was hoping to get better lighting effects on CSG (I used that a lot when I was modding with SourceSDK). Now, I'll hope that Josh would implement a way to allow the editor to export the CSG to external applications so we can use the level design we've done with the editor using the CSG and have a reference on the geometry for modeling assets that have baked global illumination.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...