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Thread: game testing please. the 'MonsterGame'




game testing please. the 'MonsterGame'
user name
2006-10-20 04:50:46

From: "tomas" <tomastitoonic.dk>

> Well its part personal preference and part necessity.
> I havent been able to transfer my lightmaps/tx-coords
from 3dsmax,
> So all the textures are baked as 'completemaps'
(lightmaps and
> diffusemaps collapsed)
> This means that texture resolution is to low on most
objects..

> I'm hoping to find a soulution to this.

Whilst the preffered solution is to export seperate bitmaps
for lightmaps 
with different uv's for the two channels, there is a
workaround.

Simply export your diffuse and lightmap bitmaps seperately
as you would with 
normal lightmapping, but in Max, do NOT re-map the lightmap
channel! That is 
don't apply automatic unwrap (or remove it if applied
automticaly) , instead 
use the base uv's. The easiest way of doing this is to set
the mapchannel 
for lightmaps to 1 (ie the base layer) - remember not to
unwrap, so it uses 
the base layer uv's, then render your lightmaps and export
the bitmaps.

Now taking your original w3d file, all you need to do is
import the lightmap 
bitmaps and apply them to the second texture layer. Since
sw3d copys the 
first layer UV's to all subsequent ones (unless you add
texture layers), the 
mapping will still be correct.

The obvious drawback to this system is that the lightmaps
will be 
unoptimised in terms of space, using the base texture
mapping, but the 
seperation will allow you to play around with including
higher resolution 
base textures and lower resolution lightmaps (simply rescale
lightmaps in 
photoshop since it wont affect the mapping).


Noisecrime 2006 


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