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How do i use the lightmaps generated by DeleD?

 
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mobeen
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Joined: 26 Sep 2005
Posts: 34

PostPosted: Mon Feb 27, 2006 10:32 am    Post subject: How do i use the lightmaps generated by DeleD? Reply with quote

Hello all
I create a level light it and then create lightmaps. DeleD has created 5 lightmaps in the lightmap folder. Now how do i go about loading the level in my engine???
Does DeleD export lightmap info in x files if not then how do i load them?
Thanks
Mobeen
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mappy
DeleD PRO user


Joined: 18 Aug 2005
Posts: 340
Location: France

PostPosted: Mon Feb 27, 2006 11:41 am    Post subject: Reply with quote

Well, it all depends on what is your engine ...
It's much more a programming topic for me Wink
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kaylon
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Joined: 20 Feb 2006
Posts: 45
Location: Dundee

PostPosted: Mon Feb 27, 2006 8:11 pm    Post subject: Reply with quote

.X does not support multi texturing..and therfore does not support lightmaps...

K
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Tue Feb 28, 2006 1:06 am    Post subject: Reply with quote

When you export your stuff in Deled to .X it creates 2 meshes with different mapping info; one with the difuse map and another one with the lightmaps. Your engine must be capable of blending these two into 1 single file displaying the lightmap effect. (I think Blitz3d follows this procedure).

The Irrlicht engine uses a different approach; it loads the DMF file directly along with its textures and lightmaps placed in the same folder. The result is the same: A lightmapped level.

So Mappy is right; it's all up to your engine's graphic capabilities.

Wink
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sammy
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Joined: 03 Feb 2006
Posts: 60

PostPosted: Mon Mar 06, 2006 5:34 am    Post subject: Reply with quote

Hi afecelis,

Could you be more specific? (as I just start learn to use lightmaps)
How could we load it into Blitz3D? Any reference code?

Thanks in advance.
Sammy Very Happy
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mappy
DeleD PRO user


Joined: 18 Aug 2005
Posts: 340
Location: France

PostPosted: Mon Mar 06, 2006 10:01 pm    Post subject: Reply with quote

For manually loading a lightmap into Blitz3D :

map=LoadMesh("testmap.b3d")
lmap=LoadTexture("testmap_lm.bmp",16+32)
TextureCoords lmap,1
TextureBlend lmap,2
EntityTexture map,lmap,0,1
EntityFX map,1

But you usually won't have to use this code, because as far as I know, lightmap usually loads itself with the map (level).
Now this code can be handy if, for example, you want to toggle day/night lightmaps for your level ...
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