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3 Dimensional Chat / baked texture in DarkBasic Pro (Part 2)

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maurizio
17
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Joined: 7th Nov 2007
Location: Brazil
Posted: 26th Apr 2009 15:29
baked texture in DarkBasic Pro

OK, download this file to view my work.
My tools was: 3dsMax and DarkBasicPro.

This is my procedure to bake texture:

First of all choose your directory and the file format you prefere (I use .jpg)

1) in 3dsMax install Panda DirectX Exporter.
2) Build your scene in 3dsMax and place your lights (Photometric or Standard).
3) Choose a renderer (mental ray or default scanline)
4) select your object (select one object each time)
5) export for the .X format
6) when the window open:
in the first tab DO NOT select \"materials\"
in the Textures & .fx files select only \"None\" and \"Scale texture to nearest power of 2\"...and your object is exported as .X

Now, press 0 in 3dsMax to open \"Render to Texture\" and...
- under Objects to Bake in Mapping Coordinates choose \"Use Existing Channel\" > 1
- in the Output roolout add complete map and choose a map size (do not select automatic map size)
- in Automatic Mapping, Automatic Map size select Nearest power of 2

render your object...

now, go back in DBPro, load your object, load your texture, apply your texture and...if it is all correct, you have a .exe file with your object and a baked texture.

This is my procedure: please tell me if I\'m doing something wrong.

Bye
Maurizio

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lazerus
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Joined: 30th Apr 2008
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Posted: 26th Apr 2009 17:47
Much better, now we have an idea of what your talking about

It looks okay as far as i know, but i dont really recomend baked textures since they pose the problem of funny lighting when in game, unless you know exactly where there goin be.

note; I did bake me some chips after the last thread it was really nice i used the skins aswell, best part.

cheers cb

And as the thousands bleed stagnant and scream to plead for their lost memories and questions in a melancholy pain and fear.
So I will crouch down, smile and whisper,
No. //BlooD Right, Book by me
Sid Sinister
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Posted: 26th Apr 2009 21:35
Quote: "but i dont really recomend baked textures since they pose the problem of funny lighting when in game, unless you know exactly where there goin be."


Not true. Always bake your textures.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/
BenDstraw
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Location: Arizona
Posted: 26th Apr 2009 22:00
i almost always atleast bake ambient occlusion


-Dreams of Art Mastery Brought Me Here-

AndrewT
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Location: MI, USA
Posted: 27th Apr 2009 03:04
Quote: "i dont really recomend baked textures since they pose the problem of funny lighting when in game, unless you know exactly where there goin be.
"


I agree with Sid and BenDstraw on this one--baking textures can be extremely helpful and it can save a lot of speed as well. I just about always bake ambient occlusion, and on levels that are lightmapped I bake the normal map into the architecture and static objects as well.

i like orange
BiggAdd
Retired Moderator
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Posted: 27th Apr 2009 05:01
Very nice! Especially now you have some example work up.

Baking textures (Especially an Ambient Occlusion pass) Is probably one of the least used things in most DBPro games. Its a shame really, as it can really enhance a scene.

Good Work maurizio!



lucifer 1101
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Location: Melbourne, Australia
Posted: 27th Apr 2009 09:58
could somebody please explain what it is ive heard it a few times but never took any interest...
tatts
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Joined: 13th Jan 2006
Location: Ontario,Canada
Posted: 27th Apr 2009 13:32
Texture baking from what I know is more or less the same as using a lightmapper to add an ambient occlusion the your models. Except with programs like 3ds max and maya, they I believe bake that ambient occlusion directly to the texture map and not to the lightmap textures. (I could be wrong as i do not use either one of them)

But anyway, One way you could acheive this without such expensive programs is to use a program like giles and lightmap your scene. After your done you could always just view the lightmapped scene in an orthographic view and snap pics to edit and create textures from. then just apply the new textures to your model. It takes abit of time to do it this way but it works.

Quote: "but i dont really recomend baked textures since they pose the problem of funny lighting when in game"


This often occurs when your using lightmaps and your trying to render real time lighting on top of them. This is actually why texture baking is handy. Well in the sense that I see it anyway.
Sid Sinister
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Posted: 28th Apr 2009 19:43
Quote: "Baking textures (Especially an Ambient Occlusion pass) Is probably one of the least used things in most DBPro games. Its a shame really, as it can really enhance a scene."


Agreed. I really should do a more in depth tutorial on this from different engine standpoints. Might have to wait 7 more weeks though, this semester has me uber busy.

Quote: "'lightmap' is a general term describing the medium at which baked lighting is applied: lighting thats baked to an image, or group of images, which are then multiplied overtop of existing geometry to create shadows. Baking them, as oppose to dynamic (real-time) or vertex lighting generally results in soft, more accurate shadows at the cost of texture memory.

'ao maps' and 'shadowmaps' are more specific types of lightmaps pertaining to the method at which their shadows are created. An AO map is a lightmap who's baked information can come from a highpoly (or sometimes low poly) to generate non-directional shadows. A 'shadowmap' is a lightmap that was created / baked by casting shadows from specific light sources, and generally results in soft(er) lighting than other alternatives (real-time/dynamic/vertex) depending on the proximity of the objecting casting shadows to the source of light. Generally both types have lots of options (number of light bounces, buffer, ray distances, etc)."


So, in short:

Lightmap = generic term
Shadowmap = uses specific lighting, like a lamp, to generate shadows.
Ambient occlusion map = can be used with a AO map to enhance the shadow, but by itself gives non-directional shadows.

@Tatts, yes, you can fake real time light with mapping... but why do that if you have real time lighting? AO Maps are suppose to be non directional, and that means they can work with real time lighting very nicely.

Hope that clears things up!

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/
tatts
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Location: Ontario,Canada
Posted: 28th Apr 2009 21:00
@ Sid, No what I meant was to use the lightmapper to add ambient occlusion only and not actual scene lights or virtual lights. With Darklights, you can add just the ambient occlusion and nothing else and it works pretty good from the last I remember.
Sid Sinister
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Posted: 28th Apr 2009 21:57
I've never used dark lights before. I take it it's a shader of sorts? I probably wouldn't use that AO shader. If I could bake in the detail I would instead of loading and using a shader. Maybe I'm completely missing the point though lol.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/
AndrewT
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Location: MI, USA
Posted: 28th Apr 2009 23:46
Quote: "I take it it's a shader of sorts? I probably wouldn't use that AO shader."


Nahh, actually it's a lightmapping plugin for DBP, so I assume he's talking about using it to create ambient occlusion maps.

i like orange

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