Lightmaps..!?!


DelvarWorld
11-03-2003, 05:37 PM
I'm using 3ds max.

When I go to Render > Render to texture, select all the objects in my level and add a LightingMap, select a file ouput and render, I get 74 different jpeg files, each is like only 5 faces.

My level is .x, exported with Panda.

Please note, this is not a bsp map. The game engine I'm writing currently is optomized for .x files to work directly with Direct X.

And I want a lightmap, but now I have 74 jpeg files that I have no idea what to do with.

Do I have to boolean all of my level objects together for the lightmap to be one file? That would ruin all of the texture mapping I already have in place...But I surely can't work with 74 different files. Is there a way I need to attach the objects together, but can still preserve the uvw mapping?

Confused...and wants his level properly lit.

Insta
11-03-2003, 05:55 PM
Maybe you should find a 3dsmax forum and post the question there?

DelvarWorld
11-03-2003, 06:38 PM
I've looked. There aren't a lot out there.

I'm going to kill someone. These lightmaps are driving me insane.

How could a forum full of mappers not know the answer to this question?

Gorbachev
11-03-2003, 06:45 PM
hm...lemme think, maybe because 3DSMax is used to Model and not map. Why not try the modelling forum?

Insta
11-03-2003, 07:03 PM
Originally posted by DelvarWorld

How could a forum full of mappers not know the answer to this question?

Because we dont use 3dsmax?

Sly Assassin
11-03-2003, 07:24 PM
Most of us here will be using worldcraft/hammer not 3dsmax as its for modelling not mapping. So go find some modelling guys in the MSA forums to help you :)

DelvarWorld
11-03-2003, 07:48 PM
I'm aware.

And 3ds max is very often used for mapping, but this isn't a map for the Half-Life engine. It's not BSP. I'm not using hammer because the engine I'm coding is optomized for .x levels, not .bsp levels. So I'm mapping in max.

Lightmapping an entire level is much different from lightmapping an object, so the msa forums wouldn't help me too much.

But these lightmaps....blorf! Someone help me!

Gorbachev
11-03-2003, 09:35 PM
Your logic escapes me...you're asking people who make maps for a Half-Life engine, I don't know of any games that use strictly 3DSMax for mapping. Even still, this isn't a good place to look.

Sly Assassin
11-03-2003, 11:18 PM
Originally posted by DelvarWorld
I'm aware.

And 3ds max is very often used for mapping, but this isn't a map for the Half-Life engine. It's not BSP. I'm not using hammer because the engine I'm coding is optomized for .x levels, not .bsp levels. So I'm mapping in max.

Lightmapping an entire level is much different from lightmapping an object, so the msa forums wouldn't help me too much.

But these lightmaps....blorf! Someone help me!

no one who maps for dod uses 3dsmax here at all apart from making their own models. So really asking us questions about how to map using 3dsmax is kinda silly. Go to the Modelling forums and ask them they will be able to help you alot better then we can boss :)

Ginger Lord
11-04-2003, 12:45 AM
:confused:

IR
11-04-2003, 02:03 AM
Originally posted by DelvarWorld

Do I have to boolean all of my level objects together for the lightmap to be one file? That would ruin all of the texture mapping I already have in place...But I surely can't work with 74 different files. Is there a way I need to attach the objects together, but can still preserve the uvw mapping?

Confused...and wants his level properly lit.


well you could attach all objects and preserve the mapping but ...

then you would need a huge uvw because they will get the same mesh if you know what i mean .. so that can hardly be an option

you need to be more specific on how your engine works .. because the question is do you add one entire .max exported to file X or can they be seperated thus leaving you smaller parts to work with

if thats not the case and you import the enitre thing yes .. you ll end up using alot of uvw's (depending on the sizes this engine can work with ) and lightmaps

hope this helps somewhat :)

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