YouGroove Posted April 18, 2014 Share Posted April 18, 2014 It is some way to use imported Lightmaps in LE3 materials using emissive shader ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted April 18, 2014 Share Posted April 18, 2014 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) 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted April 18, 2014 Author Share Posted April 18, 2014 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 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted April 18, 2014 Share Posted April 18, 2014 Make me a lightmapped blender scene for test. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Christian Clavet Posted April 18, 2014 Share Posted April 18, 2014 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. 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. Quote Link to comment Share on other sites More sharing options...
shadmar Posted April 18, 2014 Share Posted April 18, 2014 No it did(does) lighting/shadow from sources and ambient occlusion. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted April 18, 2014 Author Share Posted April 18, 2014 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. 2 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Christian Clavet Posted April 19, 2014 Share Posted April 19, 2014 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. Quote Link to comment Share on other sites More sharing options...
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