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Geek Culture / gile[s] lightmapper

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DrakeX
22
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Posted: 5th Jan 2004 00:15
another lightmapper

http://www.frecle.net/giles/

athlon xp 2000+ | radeon 9500 pro 128mb | 512MB crucial DDR | winXP pro | DBP P5.1b | B3D 1.85 | VC++ 6
predicted DBP P6 release date: March 28, 2004
predicted patch DBP will actually be useful: P18
DrakeX
22
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Posted: 7th Jan 2004 04:26
how odd. one lightmapper gets stickied, and the other one sinks like a stone.

..

athlon xp 2000+ | radeon 9500 pro 128mb | 512MB crucial DDR | winXP pro | DBP P5.1b | B3D 1.85 | VC++ 6
predicted DBP P6 release date: March 28, 2004
predicted patch DBP will actually be useful: P18
PiratSS
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Posted: 7th Jan 2004 04:28
Great find Drake!

Is it fully compatiable with DBPro and DBC?

Dual AMD Athlon MP 2x1GHZ | IBM 15000Rpm SCSI 73.4 Gb X 2 | e-GeForce Ti4400 | Audigy 2 + 7.1 Surround sound | 17' Monitor | Ugly mouse
DrakeX
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Posted: 7th Jan 2004 05:31 Edited at: 7th Jan 2004 05:32
it exports a ton of formats, including X and 3DS.. it is designed mainly for blitz (as it was written in B3D) but as far as i know there's nothing stopping you from using the lightmaps in DBP. except maybe the fact that DBP does not support a second set of UV coords.

i'm sure it'd be possible to get it to work with DBP, but as usual, there has to be a workaround! sigh.

as for DBC -- i remember someone doing a lightmapped level made in CShop in DBC, using a second model that had been ghosted. i would assume a similar technique could be used for DBP (even tho DBP "supports" lightmaps, ha).

athlon xp 2000+ | radeon 9500 pro 128mb | 512MB DDR | winXP pro | DBP 5.1b | B3D 1.85 | VC++ 6
predicted DBP P6 release date: March 28, 2004
DBP has made me bitter.
Kevin Picone
22
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Location: Australia
Posted: 7th Jan 2004 06:21
Yeah, we used that approach too in Shamus, works pretty well in classic, should work well in pro too.

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
indi
22
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Location: Earth, Brisbane, Australia
Posted: 7th Jan 2004 06:25
I made the other one sticky when I was here last and due to work commitments havent returned to see what has evolved. Ill make this sticky if it pleases the peanut gallery then.
Kevin Picone
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Posted: 7th Jan 2004 06:58
and who you calling a peanut

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
indi
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Posted: 7th Jan 2004 09:47
hehe
flibX0r
21
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Location: Western Australia
Posted: 7th Jan 2004 12:28
Well, you are what you eat.........NUTS!!!

Windows has detected a mouse movement... please restart your computer so changes can take effect.
Athlon 2500+ | Asus A7N8X-X | 512Mb DDR RAM | GeForce 4 MX 440 | 20Gb + 80Gb HDDs
DrakeX
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Posted: 8th Jan 2004 05:06
i'ma peanut obviously!

athlon xp 2000+ | radeon 9500 pro 128mb | 512MB DDR | winXP pro | DBP 5.1b | B3D 1.85 | VC++ 6
predicted DBP P6 release date: March 28, 2004
DBP has made me bitter.
indi
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Posted: 8th Jan 2004 06:58
I like cashews
JoelJ
21
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Joined: 8th Sep 2003
Location: UTAH
Posted: 8th Jan 2004 07:06
i like cash.

M00NSHiNE
21
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Location: England, UK
Posted: 8th Jan 2004 11:50
I like shews. Or shoes. Hm.

ZEDWARE website coming soon... //END TRANSMISSION//
Hamish McHaggis
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Location: Modgnik Detinu
Posted: 8th Jan 2004 22:46
It strikes me that not many of these posts were about the lightmapper, and nor was this one either...

Do you bite your thumb at me sir?

Athelon XP 1600 Plus - Nvidia Geforce MX400 - 256mb RAM
DrakeX
22
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Posted: 9th Jan 2004 00:30
i was about to post that.

HOW ABOUT GILE[S] THEN

athlon xp 2000+ | radeon 9500 pro 128mb | 512MB DDR | winXP pro | DBP 5.1b | B3D 1.85 | VC++ 6
predicted DBP P6 release date: March 28, 2004
DBP has made me bitter.
Fredborg
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Posted: 9th Jan 2004 04:00
Hi,

Well, about gile[s] I can tell you that version 1.1 just hit the streets!

Here is a quick list of changes and enhancements:
- Render Engine Optimisations
- Registration System Changed
- OBJ importer. Courtesy of Lee Page
- Clone Model Fix
- Remember Window Position
- Remember File Paths
- Toggle Forced VRam for lightmaps
- Clear Vertex Colors
- Fix of LWO loader
- Sort model list by name or type
- Cube map support + cube map renderer
- Merge lights with gls files fixed
- Preferences moved to seperate window
- AC3D importer fixed
- Model Editing fixes
- User definable shortcuts
- Extended lightmap parameters!
- Vertex Lighting no longer forces Vert. Color flag

So head on over to http://www.frecle.net/giles and get lightmapping in no time!

You should also stop by the forums at http://gilesforum.proboards26.com to see why gile[s] is light years ahead of the competition!

As an added piece of info, I can tell you a DBO exporter is almost ready, and that several DarkBasic Pro users are using gile[s] with great results!
UnderLord
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Posted: 9th Jan 2004 09:49
Quote: "You should also stop by the forums at http://gilesforum.proboards26.com to see why gile[s] is light years ahead of the competition!
"


lol light years...light mapper AHAHAHAHAHAAHA

i think im the only one who finds that funny =\

could be the fact that im having a bad case of insomnia and its 2am =\

MX46 motherboard 1.7ghz 785mb's DDR ram gforce 4 mx440 se 64mb ddr dual vga gfx card with onboard lan/sound/graphics works great...sometimes
UnderLord
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Posted: 9th Jan 2004 09:52 Edited at: 9th Jan 2004 09:52
of course its also shareware =( maybe a freeware version that has disables B3D exporting?

wooo 2 minutes from my last post

MX46 motherboard 1.7ghz 785mb's DDR ram gforce 4 mx440 se 64mb ddr dual vga gfx card with onboard lan/sound/graphics works great...sometimes
las6
22
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Location: Finland
Posted: 9th Jan 2004 11:08
very nice. Not the first time I see this, but it doesn't hurt either. I see there's a demo now...
The site is also very artistic and professional. Make's me want to buy it. Shame that the price is quite high. But then again, it fits the professional style going on there.

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AlecM
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Location: Concord, MA
Posted: 10th Jan 2004 00:12 Edited at: 10th Jan 2004 00:16
WOW, giles looks nice. So does that other light mapper though. I would say that having some basic area lighting (skylight in giles) is a big advantage. Its a pretty cheap little app. But I have brazil and thats just plain better

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
walaber
21
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 10th Jan 2004 04:24
who'se making the .dbo exporter? and more importantly, can the .dbo format handle objects with multiple UV coordinates?

I recently bought Gile[s], and I'm really happy with the program, if there was a .dbo exporter that made taking objects from gile[s] -> DBPro a single step, I would be VERY VERY happy

Go Go Gadget DBPRO!
Fredborg
20
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Joined: 8th Jan 2004
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Posted: 10th Jan 2004 06:31
Hi walaber,

I'm making the dbo exporter with the kind assistance of Dreamflower and Barliesque. The only thing missing from the exporter right now is the ability to save multimaterial objects that also have multitexturing. This should however be fixed shortly!

I'm glad you like it
walaber
21
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 10th Jan 2004 15:48
yeah, after posting the message I went and looked through the gile[s] forum, and read all about it! really looking forward to that plugin being complete (although it will be meaningless until DBPro Update 6)

Go Go Gadget DBPRO!
Fredborg
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Posted: 20th Jan 2004 18:39
Hi,

gile[s] version 1.15 is now ready. Lots of new stuff:

- .gls file format change
- Improved Progress bars
- Render Engine Improved
- Exporter options and fixes
- Rendering Info
- Multiple views
- Recent Files Menu
- B3D Importer reads extensions
- Adjustable Blur
- Hierachy Editing
- Hide Models
- And improved cube map renderer, which includes true Depth of Field

Here's a screenshot (showing the new multiple viewports):

Cubemap with depth of field:


You can get gile[s] from http://www.frecle.net/giles
And read more details on the new stuff here: http://gilesforum.proboards26.com/index.cgi?board=fix&action=display&num=1073987086
las6
22
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Location: Finland
Posted: 26th Jan 2004 08:45
niiiice.

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spygamer
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Posted: 1st Feb 2004 17:18
Cool!!!!!!!!!!!

I trying to be a moderator. I'm nice and cool 24/7.
walaber
21
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Location: Los Angeles, CA
Posted: 2nd Feb 2004 16:59 Edited at: 2nd Feb 2004 17:08
the next version (1.17) will also feature a .dbo export built in!!

plus some cool toon-shading features!


*I think the .dbo exporter won't be completely functional (you might still have to use 2 objects) until update 6 comes out, but the functionality is there!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia Ti4200 AGP 8x 128MB
Fredborg
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Posted: 3rd Feb 2004 19:22
Hi,

More good stuff! version 1.17 has just been released.

Here is what's new:
Here's a list of whats new:
- Global Illumination Speed Up
- Soft Shadows Speed Up
- Receive Light From Back Speed Up
- Toon Shading
- Minor Transparency Error corrected
- Much improved Lighting Method Window
- Blur Paintbrush
- View Layout Shortcuts toggle between 1 View and the selected view
- Default view layout + more
- Collect external media in export folder
- Save as PNG, JPG, TGA and BMP
- DBO Export (Experimental)
- Improved Material thumbnail preview
- Help files updated



Have fun!
Lampton Worm
22
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Location: United Kingdom
Posted: 6th Feb 2004 15:13
Hi,

Wow, that looks great. So, just to confirm (before export to DBO and U6 is available) I can create a model in CShop, export to .X, load that into Giles (or can Giles import a CSM?), light away, then export again to .X and load into DBP, with it all looking lovely?

Just checking I'll download the demo at the weekend.

Cheers,
Fredborg
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Posted: 6th Feb 2004 15:32
Hi,

Yes, you can load .x files exported by CShop (but not CSM files) and then export to either .x or .dbo. If CShop still exports .b3d files (?) you can load them into gile[s] as well.

There have been various amounts of success with the .dbo exporter, but it seems like it is fairly solid

Here is a link to a thread on the gile[s] forum: http://gilesforum.proboards26.com/index.cgi?board=screen&action=display&num=1075948824

Have a nice weekend!
Lampton Worm
22
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Posted: 6th Feb 2004 16:02
Thanks, and you too.

p.s. if this is as good in action as it looks on your site you'll have yourself a new customer soon
walaber
21
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Location: Los Angeles, CA
Posted: 9th Feb 2004 13:11
yeah I got the .dbo export to work on my scene, I posted in the DBPro forum, but with all the new people posting questions, it sort of slipped out of view pretty quick. here's a pic:


http://walaber.dbspot.com/sbf/lmap07.jpg

this is using the DBO file format, so it's only one model. of you use the .x format you have 2 models, one for the basic model, and one for the lightmap.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia Ti4200 AGP 8x 128MB
Lampton Worm
22
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Location: United Kingdom
Posted: 9th Feb 2004 17:35
Cool. Will be nice having a single, small, fast DBO as apposed to 2 .x files

I downloaded this at the weekend, only got an hour or two with it, but managed to light up some test levels. Its pretty good, but I did manage to get the render to crash on the parking lot demo scene though. It hung and I got the "program not responding" error. Win98 if that matters... happens each time I do a full render of that scene.

Also when I render it says "gathering information" and zooms to 100% straight away, then sits there (while it does stuff I assume). Just thought there should be a better progress indicator?

Cheers.
Fredborg
20
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Posted: 10th Feb 2004 00:36
Hi,

Ooh, that sounds bad LamptonWorm! It might help if you disable the 'Force VRam' option in Windows->Preferences->Lightmaps, some graphics cards aren't too happy about that option. At least it should take care of the progress bar stuff, not sure it will fix the crashing as well.

Feel free to scoot by the gile[s] forum, if you encounter any other problems.
Lampton Worm
22
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Location: United Kingdom
Posted: 14th Feb 2004 12:18
Yay, it worked Many Thanks. I will continue to play about with this...

Cheers.
Fredborg
20
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Posted: 19th Feb 2004 16:32
Hi,

Just a quick note to let you know version 1.18 is now available.

For more information check out: http://www.frecle.net/giles and [href]gilesforum.proboards26.com[/href]
Chenak
22
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Location: United Kingdom
Posted: 23rd Feb 2004 21:53
grr... i cant buy it, damn u share it

Once you start down the Dark Path, forever will it dominate your destiny...
Turoid
21
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Location: The Netherlands
Posted: 7th Mar 2004 12:35
yea could someone please share it . My dad don't buy things over the internet with visa etc, and i'm under 18.

if I = 1 then I = 1 else I = 0
Chenak
22
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Location: United Kingdom
Posted: 8th Mar 2004 00:39
Na i ment the company "share it" because they wont accept my hotmail address

Once you start down the Dark Path, forever will it dominate your destiny...
Binary Moon
22
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Joined: 31st Aug 2002
Location: United Kingdom
Posted: 8th Mar 2004 23:48 Edited at: 11th Mar 2004 21:36
If you are having problems with Shareit then post on the Gile[s]forum

http://gilesforum.proboards26.com/

and Mikkel (Gile[s] author) will help you work something out.
DrakeX
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Posted: 9th Mar 2004 23:43
"My dad don't buy things over the internet with visa etc"

cause after all shareit is so infamous for being insecure

OK, i was a bit conservative with my release date. predicted DBP P6 release date: Bjork 45, 3418

cookies, milk, and communism.
Fredborg
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Posted: 12th Mar 2004 14:11
Hi,

Version 1.20 is out, here's a list of changes/additions:

- Flat Packing for Lightmaps
- Save/Load Lightmaps from Lighting Methods Window
- Synchronous Look At Mode
- Zoom Selected
- Multi-Selection (Shift + mouse click)
- 3ds, ase, b3d export improvements
- Receive Shadows fixed
- Rendering Speed Up
- Modulate2X blending (now default for lightmaps)
- File Merging improvements
- Shininess visible in viewports
- gls. file alerts, to help if you are trying to make a .gls exporter

Get it from: http://www.frecle.net/giles

For people with problems bying from Share*It I suggest you try contacting them for help. Additionally other ways of purchasing gile[s] should become available in the not so distant future.

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