> -----Original Message-----
> From: dirgames-l-bounces nuttybar.drama.uga.edu
[mailto:dirgames-l-
> bounces nuttybar.drama.uga.edu] On Behalf Of Noisecrime_PIPEX
>
> There are two problems to deal with in getting
lightmapping txcords into
> w3d.
<snip>
Great post on the subject, NC! After all these years, I
think I finally
understand why SW3D behaves this way with regards to verts
and texcoords.
BTW, if you're using Max, an easy way to break all vertices
is to export the
scene as VRML (*.wrl), then re-import it. A downside is,
even coplanar
verts will be separate tris and you may start to see seams
in the lightmaps
once you start reducing their resolutions. This is the way
I prep the map
geometry in my shooter before doing the lighting.
-nick
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