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Post by sbdjazz on Apr 21, 2017 9:00:04 GMT
I have been trying it recently, but even after following all the steps properly, all I get is a black blank mesh. What am I doing wrong? I have exported the rendered lightmap from giles, then I have renamed 000_mesh_lmap.x to 000_mesh.x and copy-pasted lightmap 00.bmp and renamed it to userTextureA.dds but even then its just black mesh. Help!
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Post by indiedev on Apr 21, 2017 12:24:40 GMT
by chance, i just happened to save some notes on that this week, it's from the old forum archives [R.I.P] and by mike hense who i also believe now R's.I.P. i also saw some pretty impressive utube vids of his rad submarine game work in progress, he was a real talent but his words live on....
'LIGHTMAPS: 1. dual mesh method the base .x mesh can use either 000_deafault, 0003_bumpy, 004_bumpy_glossy, or 0014_user_bumpy or 0015_user_bumpy_glossy shader property and the default mode set... use the .x mesh that comes from your lightmapping program... rename it to 000_mesh.. No Shadows, No Fog, and Ignore Point Lights properties should be set... (allowing point lights for the base .x mesh can be allowed in some scenes in order to highlight a "lit" area)
the lightmap .x mesh should use the 000_default shader with the mode set to Shadow-map... set the Depth Sorting and No Z-Buffer properties along with No Shadows, No Dog, and Ignore Point Lights...
2.shadered method using 0032_user_lightmap system shader if your lightmapper is Giles, use the UVMap Lighting method... your model should have a single uvmapped texture... tiling won't work here... output as normal, but you only need the lightmap bmp texture file which must be converted to renamed user_textureA.dds set the mesh to use 0032_user_lightmap...'
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