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DarkBASIC Discussion / Light Mapping

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TEH_CODERER
21
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Joined: 12th Nov 2003
Location: Right behind you!
Posted: 22nd Apr 2004 20:30
I lightmapped my level and exported it.
This gave me:
-the main object file
-the main texture
-then lightmapped model
-the lightmap texture
How do I use them?

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]
TEH_CODERER
21
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Posted: 9th May 2004 21:17
Why will no one help me?

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]
BearCDPOLD
21
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Joined: 16th Oct 2003
Location: AZ,USA
Posted: 10th May 2004 07:24
I don't think DBC supports lightmaps (but I may be wrong) the easiest way to do it is to look for something called "texture baking", in which the actual texture will be modified to add in the shadowy/bright spots, and you can just use that texture instead of the normal one.

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Indecom 4000
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Joined: 13th Apr 2004
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Posted: 10th May 2004 19:13
Hey, Iv'e got a way. Just make another model of the same thing, but have this one be a little fatter, use like fatboy if you have milkshape then apply the lightmapped texture in darkbasic and ghost it, that should work pretty good, but there are going to be more polygons, obviously.

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TEH_CODERER
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Posted: 10th May 2004 20:45
I tried that already but it goes all weird.

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]
Indecom 4000
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Posted: 10th May 2004 20:51
How does it go weird? By the way, what program do you use to lightmap? I would like to try it first hand, maybe if I learn something I can help better.

Love to love me baby!
TEH_CODERER
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Posted: 11th May 2004 23:34
I am using Quill3D.
By going weird I mean that in some places you get a weird effect because the objects are colliding.
If I could find somewhere to put an image for free I would show you.

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]
Indecom 4000
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Posted: 12th May 2004 02:05
do you mean that you get the weird effect that has lines spliting up your textures, like it is trying to decide which of the two textures it wants to show sort of thing? I think I get what you're pointing at. You could possible take the light map itself into a good image manipulator like photoshop or gimp and combine it with the other textures, like fuse them together so that you have one texture with both the lighting and skins combined if that makes any sense. Or you could make the other model fatter, but that has some drawbacks, most specifically it will look like the reflecting light is hovering above the objects surface. If you want to post a pic use freewebs.com and upload a gif or jpg.

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TEH_CODERER
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Posted: 14th May 2004 20:43
Thanks Indecom 4000!

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]
Indecom 4000
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Posted: 25th May 2004 02:13
Hey, did that work good for you? You should upload a pic or something to show the results. I myself am having problems with lightmapping, only I don't want to resort to using a paint program to bake the lightmapping onto my level for the fear of having a texture map that is to high in resolution. I like to make my games run smooth on low end computers. What did you resort to, a dark ghosted level, or direct lightmap editing?

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TEH_CODERER
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Posted: 25th May 2004 17:14
Dark ghosting seemed to help.
I didn't know you could do that before.

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]
Indecom 4000
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Posted: 25th May 2004 19:04
Yeah, I just got it all figured out last night, so I'm going to post a tutorial on lightmapping for the "Cheap don't want to spend a penny DarkBASIC Classic UNenhanced programmer." It will utilize a few things I've learned from these forums, but the best feature is the fact that I did it all without having to pay a single cent for enhancements or expensive third party programs.

Love to love me baby!
TEH_CODERER
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Posted: 25th May 2004 21:15
Good idea. Should be useful.

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]

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