2008.05.31, 01:17 PM
Hi, I need some advise on how to do a couple of things.
I'm working on a project (can't say nuthin yet.
) and it's got to have either light-mapping or ambient occlusion. The look of the game requires this. No way out of it. (Unfortunately)
One way of doing it that I was thinking of was model a level and cut it into a bunch of parts. Then uv-map them, texture them, and add the light-mapping manually. The problem with that is that the textures are quite low-res in the map which is bad.
Another way I was thinking of, was modeling the level and importing it and texturing it manually. Then, uv-mapping it and adding the light-map with transparency. Then import it into the editor and put it into the exact some spot as the other so the light-map part would overlap the other textures. But, the problem with that is that it wouldn't work. :|
The last way I was thinking of was making every wall, every floor, every surface a separate object so I could use ambient occlusion. But, that would probably be very difficult especially because if I had 950 triangles, I would have 950 materials. :|
So...if you've got any thoughts I'd be more then obliged if you'd share them with me.
Bink, could you give me a detailed description of how you made your map look like it does? Cause that's the way I need my maps to look like.
Thanks all.
By the way, who thu hueck rated all duh threads? I hate it when people do that! *mumbles to himself* Have too much time on their hands...*growl*
I'm working on a project (can't say nuthin yet.
) and it's got to have either light-mapping or ambient occlusion. The look of the game requires this. No way out of it. (Unfortunately)One way of doing it that I was thinking of was model a level and cut it into a bunch of parts. Then uv-map them, texture them, and add the light-mapping manually. The problem with that is that the textures are quite low-res in the map which is bad.
Another way I was thinking of, was modeling the level and importing it and texturing it manually. Then, uv-mapping it and adding the light-map with transparency. Then import it into the editor and put it into the exact some spot as the other so the light-map part would overlap the other textures. But, the problem with that is that it wouldn't work. :|
The last way I was thinking of was making every wall, every floor, every surface a separate object so I could use ambient occlusion. But, that would probably be very difficult especially because if I had 950 triangles, I would have 950 materials. :|
So...if you've got any thoughts I'd be more then obliged if you'd share them with me.

Bink, could you give me a detailed description of how you made your map look like it does? Cause that's the way I need my maps to look like.
Thanks all.
By the way, who thu hueck rated all duh threads? I hate it when people do that! *mumbles to himself* Have too much time on their hands...*growl*