67b504482497c

67b504482805c
1 Guest is here.
 

Topic: How to use Lightmaps? Read 2168 times  

67b5044828e79StaticZ

67b5044828eec
Hey, I wanna to add some customes textures for our global mode. I understand that it can be easily done by placing them in "FAM" folder, but to make them perfect it will be good to use lightmaps. But i can't understand how i have assign lightmap for NewDark, In history of NewDark just written:
- Added support for 32-bit lightmaps

without any explorations and samples. Can someone help me with this question?

67b50448290b7voodoo47

67b504482910a
they can be set in the Shocked's build menu/dialog. the mission needs to be relit then, so if you are just creating replacement textures without an actual mission, you won't be able to use them, as they are not part of the textures.

67b50448291fbZylonBane

67b504482926b
This "global mode" will be a thing of wonder.

67b5044829635StaticZ

67b5044829689
they can be set in the Shocked's build menu/dialog. the mission needs to be relit then, so if you are just creating replacement textures without an actual mission, you won't be able to use them, as they are not part of the textures.
I see it, but how to add ligtmaps for textures? As i know in many engines each texture has own mask in other texture. So if I have both of them how to do use it?

This "global mode" will be a thing of wonder.
I hope. We just started to work on it, besides it's my first expirience with modding in DarkEngine. So we still have very many question))) Mod is conceived as a continuation of the 2nd part. The action will take place on the new ship even more Von Braun, and the cyber space will return back!!! Ofcourse new plot and jorney...

67b5044829750voodoo47

67b504482979f
you should be able to add various effects (like env maps) to the textures using the mtl system (see the docs), but if you are talking about the shadow areas created by light sources placed in the level, those are part of the level/map, and cannot be added to the textures.

67b5044829a41StaticZ

67b5044829a97
you should be able to add various effects (like env maps) to the textures using the mtl system (see the docs), but if you are talking about the shadow areas created by light sources placed in the level, those are part of the level/map, and cannot be added to the textures.
Thanks, it's help me. I use "illum_map" option in *.mtl and this is result:
http://s1.ipicture.ru/uploads/20130627/6jUDk3NU.png

But now I have another problem - after I load mission this texture is dissapearing from brushes and I can't understand why. All i did is just set illum_map nothing else at all. Any suggestions?
« Last Edit: 27. June 2013, 07:44:30 by Kolya »

67b5044829b8bStaticZ

67b5044829bda
Ok i found the problem - it seems DarkEngine don't like long textures name. I made it shorter and it begin load normal.

Other problem is that with bright ambient light, bright part of textures become too bright. So if you look at screen it's computer with some screens, which have be lighting in the dark. But in daylight they must still have same bright. But I get very such bright color that they even become white and unreadable. Can it be fixed?

67b5044829c87voodoo47

67b5044829cd6
all you can do is read the docs and experiment. maybe someone else will have an idea, my knowledge of this is very limited - I did use mtls a bit, but only for texture scaling really.
1 Guest is here.
Thanks. It helps me a lot. I get in to the Colony.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67b5044830d60