karmacomposer Posted August 9, 2013 Share Posted August 9, 2013 Is it safe to assume that the light mapper only works on CSG stuff made in the editor and NOT on imported assets? I ask because I cannot get one imported object to be lit with lightmapping. I created a room around it - placed some lights and used the lightmapper. I can see the room just fine, but the object is black as night. In non-lightmapped mode (just textured for the window), you can easily see the object and its texture. Is there any way to lightmap objects? If not, then I see LE3 as a complete waste of money and time. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Rick Posted August 9, 2013 Share Posted August 9, 2013 Set a lightmap texture in the material that's used on your model. Quote Link to comment Share on other sites More sharing options...
Josh Posted August 9, 2013 Share Posted August 9, 2013 The OpenGL 2 renderer uses a combination of static and dynamic lighting, similar to the way Source Engine (Left 4 Dead, Half-Life 2) work. Model geometry in the basic renderer uses dynamic lighting which will blend with the static lightmaps. Use a material with the dynamic lighting shader applied to it for models. (When you generate the material, just choose "dynamic".) The OpenGL 4 renderer in version 3.1 will use fully dynamic lighting. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted August 9, 2013 Share Posted August 9, 2013 The OpenGL 4 renderer in version 3.1 will use fully dynamic lighting. What this means ? no more lightmapping ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted August 9, 2013 Share Posted August 9, 2013 Yeah it means you won't have to. It'll be like LE 2 with deferred rendering. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted August 9, 2013 Share Posted August 9, 2013 Ouch, So mobile won't have lightmapping possibility games ? Will we be able to create a project and choose : - lightmapping and dynamic lights game - deffered lightening game Some 3D engines propose the choice of project before starting. Actually i find awesome lightmapping in LE3 caus lights placed on level for lightmapping works like dynamic lights for objects passing by, that's just great. And it's better performance for casual PC games with good 3D scenes without requiring openGL 4 deferred that asks indeed LOT MORE POWER. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted August 9, 2013 Share Posted August 9, 2013 So mobile won't have lightmapping possibility games ?There is an OpenGL 2, OpenGL ES 2, and OpenGL 4 renderer. The OpenGL 4 renderer will not use lightmapping. The first two will continue to use it. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted August 9, 2013 Share Posted August 9, 2013 Good. So how this will be when starting a project ? how to choose OpenGL for a project game ? some option we click ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
gamecreator Posted August 9, 2013 Share Posted August 9, 2013 Seems like you'd be able to set it via code, maybe with this function: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/graphicsdriver/graphicsdriversetcurrent-r741 Quote Link to comment Share on other sites More sharing options...
Admin Posted August 9, 2013 Share Posted August 9, 2013 Seems like you'd be able to set it via code, maybe with this function: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/graphicsdriver/graphicsdriversetcurrent-r741 The renderer is chosen automatically, but you can choose one manually if you wish. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted August 9, 2013 Share Posted August 9, 2013 Great Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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