Product Chat / Import light maps

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granada
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Posted: 28th Jan 2017 19:23
I talked about this once before but it would be nice if we could import our own light maps with a X file. i would like to light map something like this for instance and then import.



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JackalHead
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Posted: 28th Jan 2017 20:06
You just bake your color map with shadows etc.
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granada
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Posted: 28th Jan 2017 20:12
Quote: "You just bake your color map with shadows etc.
"


I did look into that,I just thought it would be nice to do it in one action rather than that way.Build,light map,export,import ,Done

Dave
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Belidos
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Posted: 28th Jan 2017 21:04
Yeah as jackalhead said, you could bake it to your diffuse, just put the diffuse into a paint program like photoshop or gimp, then add the shadow map as a the top layer and set it to multiply, then flatten the image and save it.

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Wolf
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Posted: 28th Jan 2017 21:12
Note that this only works if your unwrapping is non-overlapping. It'd be a nightmare otherwise.
granada
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Posted: 28th Jan 2017 21:46 Edited at: 28th Jan 2017 21:48
Quote: "Note that this only works if your unwrapping is non-overlapping. It'd be a nightmare otherwise."


There you have it.lightnap save import.I wander how hard this would be to include in the x importer .any thoughts on this Lee.

Edit (to unwrap the level I posted would be a nightmare)

Dave
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3com
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Posted: 28th Jan 2017 23:02
Quote: "Edit (to unwrap the level I posted would be a nightmare)"

Most likely yes, specially if the structure is larger like your, and you don't want overlapping island, when unwrapping.

If you are using max, you can drap&drop modifiers, this might help a bit, since many walls are the same, as I can seen in your pic above.

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granada
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Posted: 28th Jan 2017 23:32
Quote: "If you are using max, you can drap&drop modifiers, this might help a bit, since many walls are the same, as I can seen in your pic above. "


If i robed someone .No just a simple program.the whole level uses a single texture sheet .As the GG lightmapper is not so good it would be simple to light map the level in the build program then import into GG .not realy interested in using EBE not enough freedom for me.
(I often wander how many people are using max on the right side of the law .

Dave
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rolfy
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Posted: 29th Jan 2017 00:43
Quote: "No just a simple program.the whole level uses a single texture sheet .As the GG lightmapper is not so good it would be simple to light map the level in the build program then import into GG ."
It won't matter what program you use, you won't be getting that all mapped onto a single texture sheet with decent resolution. If you were to unwrap it all with uv islands it would get even worse.

If you try to lightmap a single model of that scale in GG it would likely be the same problem.

You could slice it up but would still need to unwrap it properly to bake in any model app (you don't need Max to do this) to increase shadow resolution. you might just be best to slice it up as is and let GG lightmap without unwrapping, lightmapper isn't really that bad when you got all that work to do yourself.

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