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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Exporting lightmaps per material

Author Topic: Exporting lightmaps per material (2 messages, Page 1 of 1)
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Topsi
Joined: Dec 19, 2014


Posted: Dec 19, 2014 10:24 PM    Msg. 1 of 2       
I made an application that can replay multiplayer games (live works too), but obviously it's very basic: I'm only showing the spartans walk around with 7 animations so far: move rifle left/right/forward/backward/idle and aim move/still.

That's the background story, now here's my problem:
I'd like to have lighting on my map, but the 3d engine that I am using (away3d) requires lightmaps per material (http://away3d.com/forum/viewthread/2887/).
I'm extracting the map with HEK+ and Aether and Aether does indeed split lightmap export, but not based on the material, but based on something else.

My understanding is that I need to add the uv channel of mapname_Lightmap.obj as a second UV channel to mapname,obj in 3dsmax.
I want to know if that is even possible, since the several meshes in mapname_Lightmap.obj attached to each other would need to be the same as the mesh as the mesh in mapname.obj, right?
What about the vertices that need to be melted when being attached?
I saw that I can use the unwrapUvMap modifier and then save the uv data. I can go into the second UV channel in my other 3dsmax project and load it there without error, but what about the lightmap pictures? How do I reference them and I still would not have lightmaps per material.
Is there maybe a better suited tool for this task than Aether?


Topsi
Joined: Dec 19, 2014


Posted: Dec 20, 2014 04:37 AM    Msg. 2 of 2       
I'm a bit confused about the term "baked lightmap" and its meaning:
I understand baking as saving the result of a computation that is supposed to be dynamic (result can be different e. g. light can be distributed differently the next second due to a reflecting object moving) and using that static result everytime instead (static = never changing -> effect of moving object will not be displayed correctly).

So what do you refer to by saying baked lightmaps?
The pure light map without the diffuse map or diffuse map and light map in one map combined?
I think of both as a baked lightmap since having a lightmap implies that it's baked since it's the static result.

Thanks for the tip that .bitmap tags can be extracted, somehow I was too blind to see this possibility. However I'm a bit confused again, since I thought by having a seperate lightmap in a much smaller resolution than the diffuse map (which is okay for lighting information) one can still keep the filesize small, because the diffuse maps are in higher resolution while they contain diffuse information for a much smaller area which keeps reoccuring in the same pattern (which is not the case for light information).
Soo, if you were referring to a combined lightmap and diffusemap, because I think that is the content of the .bitmap file then that'd also increase the filesize which would be okay I guess.
Edit: (see Edit2) I just opened them with guerilla and it looks like the light map and diffuse map are seperately saved in the same picture in some cases (alpha grate. I will have to find out if away3d supports that.
Edit2: First I was looking at alpha grate and it looked like that to me, but now I opened metal stripes narrow and it doesn't look like lighting information at all.
For example in ratrace the area where the two shields are placed is in a blue light unlike the area next to the lowest tp which is the darkest spot in the map, because there is no light. That difference in lighting is definitely not saved in that .bitmap tag or am I looking at the wrong tags?

How exactly do I save them? With guerilla? Exporting only seems to save the other values to a textfile.
Anyways it would be a bit bothersome to save every file manually, do you perhaps know of any way to automate this process?
Edited by Topsi on Dec 20, 2014 at 04:41 AM
Edited by Topsi on Dec 20, 2014 at 05:50 AM

 

 
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