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Hi, I need some advise on how to do a couple of things.

I'm working on a project (can't say nuthin yet. Smile ) 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. Smile

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*
Step 1: Create a model of your level and texture
Step 2: Apply super secret awesome skills!!!
Step 3: You are done

I won't tell you. ^_^

EDIT: Stop making "Strong Hammer's X thread"-threads, Patrick. It's annoying as hell.
The only way to do that would be to make the whole map a model, pretty much, and bake shadows. You could make each room a different material if you don't want to have one really big texture....

Quote:But, the problem with that is that it wouldn't work. :|
That could be a problem, couldn't it? :P
Bink Wrote:Step 1: Create a model of your level and texture
Step 2: Apply super secret awesome skills!!!
Step 3: You are done
Augh! It's important!!!
Bink Wrote:I won't tell you. ^_^
._.
Bink Wrote:EDIT: Stop making "Strong Hammer's X thread"-threads, Patrick. It's annoying as hell.
Sorry, I just like to have a thread in practically each board so I can ask my questions in there instead of making a thread for every question. Smile
ccccc Wrote:The only way to do that would be to make the whole map a model, pretty much, and bake shadows. You could make each room a different material if you don't want to have one really big texture....
Yeah, but...all those textures... :0
Then make it all into one texture. Go into blender, add lights, render>bake>full render.
Thanks you, guys. Smile I'll test around and see what looks best.

Ahem...dah dah DAH dah Dah dah! dah dah DAH dah Dah dah! Dah dah Dah dah dah Dah Dah Dah dah dah dah Dah DAH!!

Happy Birthday Bink! Enjoe yoself tuday!
ccccc Wrote:The only way to do that would be to make the whole map a model, pretty much, and bake shadows.

What does that mean? Two cups flour, 1 cup water, yeast, voila, shadows? What does baking shadows mean.
Put your comp in the oven for a few minutes, that should do it.



It means rendering the shadows with blender ONTO a texture. (onto a UV map, really)
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