Quote: "But i see no way to export a lightmap ?"
In your example, are you using the DBPro exporter plugin? If that's not working there are a couple of alternatives - but they take some initial work.
The light map UV information is saved when you save the file as a Deled Scene. There is the XML format, and an older DMF format. The .dmf format is easier for me to deal with because I find it much cleaner than the xml format. It's just numbers separated by ';' .
If you aren't comfortable with parsing text files, then this really won't be useful to you. If you are, then you could try:
1. Look up DMF v1.1 file format in the Deled help .
2. You'll notice that the UV information is stored in a block that looks something like this:
3;16;5;0;1;-1.0699390;-1.2645260;-1.0699390;-0.0156250;-2.5312500;-0.0156250;0.4355469;0.1855469;0.4355469;0.1269531;0.3769531;0.1269531;
3;16;5;1;2;-1.0699390;-1.2645260;-2.5312500;-0.0156250;-2.5312500;-5.1406250;0.4980469;0.1412317;0.4394531;0.1269531;0.4394531;0.1855469;
3;16;2;3;4;-2.5312500;-5.1406250;-1.0699390;-5.1406250;-1.0699390;-3.9229740;0.5019531;0.1855469;0.5605469;0.1855469;0.5605469;0.1269531;
The first number tells you the number of vertices. In this example it's 3.
The next number is the material number defined earlier in the file. 16 in this case which is the lightmap material in the test I'm doing.
The next 3 numbers are the vertex indeces - that means which vertex number the data applies to - 5,0,1 in the first line
The next bunch of floats are the UV data. There are 12 values here, not 6. The reason is that I have a regular texture on my object and a light map. These represent 2 sets of UV values each applied to the vertex index indicated earlier. So here there are 3 groups of 4 UVs. The first 2 are the regular texture UVs, the next 2 are my light map UVs.
3. Once you familiarize yourself with the format, create a basic scene and save it with a light map as a .DMF file. Open up the file and take a look at it and see if everything makes more sense.
Once you understand the format, you can get the UV data you need in different ways. If you are comfortable writing a plugin for Deled, you can and export an X file or DBPro file exactly as you need it.
Another option is to write a parser in DB that will take the DMF file and extract the information you need.
It sounds like a lot of work, and initially it would be. But once it's done, you don't have to do it again.
A note about the possibility of creating a Direct X file from the .DMF : an X file takes only quads or triangles. That means the highest number of indeces for a polygon in an x file is 4 - the standard is 3. The DMF file may contain polygons with more vertices than this. To deal with this, select all of the faces of the object(s) in Deled and use the triangulate function to convert them to triangles. Now when you save your DMF file, it will only have polygons made up of 3 vertices which can convert nicely to a direct X file without any trouble.
In the end, you'd have to have some means of building a custom file DBPro or Direct X with the lightmap UVs and texture in it. I'm sure the Deled community would be thrilled with a plugin that did this.
Enjoy your day.