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Proper lightmapping in renegade will soon be possible [message #238561] Thu, 11 January 2007 07:06 Go to next message
jonwil is currently offline  jonwil
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Thanks to Sloth of the reborn team, we will soon have a way to generate proper lightmaps for renegade. Basicly, the lighting features of 3D Studio MAX are used to generate lighting information. This information is then used to generate a lightmap texture. (not being a 3D Studio guy I will let Sloth explain the exact details of how all this is done) This then gets applied to the object along with the normal textures. The w3d file is exported in the normal fashion. Then a special tool which I am currently writing takes this w3d file as input and generates another w3d file with the correct lightmapping chunks.

The end result should be properly lightmapped models.

I do not know when this tool will be released. I can say that when it is released it will include full source code released (like my other stuff) under the GNU General Public License.



Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Proper lightmapping in renegade will soon be possible [message #238574 is a reply to message #238561] Thu, 11 January 2007 08:33 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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OMG Yay! Big Grin

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Re: Proper lightmapping in renegade will soon be possible [message #238583 is a reply to message #238561] Thu, 11 January 2007 09:02 Go to previous messageGo to next message
Zion is currently offline  Zion
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So we can make lights using Max's own and export them to suit?

If so: Very Happy
Re: Proper lightmapping in renegade will soon be possible [message #238619 is a reply to message #238561] Thu, 11 January 2007 14:20 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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does it work with gmax/renx lighting too?

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: Proper lightmapping in renegade will soon be possible [message #238625 is a reply to message #238561] Thu, 11 January 2007 14:37 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
Renx lighting is wierd.

But on the other hand, hurrah!
Re: Proper lightmapping in renegade will soon be possible [message #238630 is a reply to message #238561] Thu, 11 January 2007 14:52 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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So we will now be able to set it up so the HON casts shadows, and trees and stuff like that?

Re: Proper lightmapping in renegade will soon be possible [message #238661 is a reply to message #238561] Thu, 11 January 2007 17:50 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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i havent got a clue what maxes lighting is like, beacause i have only ever used gmax. i am guessing it's tonnes better?

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: Proper lightmapping in renegade will soon be possible [message #238677 is a reply to message #238561] Thu, 11 January 2007 18:21 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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What ever it will be will defently be better then the vertex lighting we have now! Now only if we could have dynamic lighting >.>

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Re: Proper lightmapping in renegade will soon be possible [message #238690 is a reply to message #238561] Thu, 11 January 2007 18:48 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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THANK YOU SO MUCH.

I just hope it will be soon.
Re: Proper lightmapping in renegade will soon be possible [message #238703 is a reply to message #238561] Thu, 11 January 2007 21:06 Go to previous messageGo to next message
Renx is currently offline  Renx
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Didn't someone do this a while ago and not release it?

Cpo64 wrote on Thu, 11 January 2007 21:21

What ever it will be will defently be better then the vertex lighting we have now! Now only if we could have dynamic lighting >.>


SomeRhino made dynamic lighting a couple years ago. It reduced framerates too much.


~Canucck

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Blazer

...RG made me ugly

[Updated on: Thu, 11 January 2007 21:07]

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Re: Proper lightmapping in renegade will soon be possible [message #238707 is a reply to message #238703] Thu, 11 January 2007 21:25 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Renx wrote on Thu, 11 January 2007 21:06

Didn't someone do this a while ago and not release it?


Ya, I remember someone bragging about that awhile ago, but I think in the end it ended up having to do with vertex paint.

Renx wrote on Thu, 11 January 2007 21:06


SomeRhino made dynamic lighting a couple years ago. It reduced framerates too much.

No he set up texture projectors, and form my experience it has no effect on fps (unless you have a piece of crap graphics card).


Re: Proper lightmapping in renegade will soon be possible [message #238710 is a reply to message #238707] Thu, 11 January 2007 22:10 Go to previous messageGo to next message
havoc9826 is currently offline  havoc9826
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Jerad Gray wrote on Thu, 11 January 2007 20:25

Renx wrote on Thu, 11 January 2007 21:06

Didn't someone do this a while ago and not release it?


Ya, I remember someone bragging about that awhile ago, but I think in the end it ended up having to do with vertex paint.


Are you thinking about Justin Pereira's unifinshed map Pompeii? I remember he was trying to do some kind of lightmapping in it, but he abandoned it back in March 2006 or something.


http://img82.imageshack.us/img82/8886/CommandoSig.jpg
Re: Proper lightmapping in renegade will soon be possible [message #238721 is a reply to message #238561] Fri, 12 January 2007 00:12 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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If it was possible to get dynamic lighting in Renegade, that would up the awesomeness.
Re: Proper lightmapping in renegade will soon be possible [message #238729 is a reply to message #238561] Fri, 12 January 2007 00:42 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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I guess this is what Reborn has done, right?

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Proper lightmapping in renegade will soon be possible [message #238732 is a reply to message #238561] Fri, 12 January 2007 00:49 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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Yeah, but jonwil is talking about a program that accepts a .w3d file and does it for you.
Re: Proper lightmapping in renegade will soon be possible [message #238784 is a reply to message #238707] Fri, 12 January 2007 06:55 Go to previous messageGo to next message
Renx is currently offline  Renx
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Jerad Gray wrote on Fri, 12 January 2007 00:25

Renx wrote on Thu, 11 January 2007 21:06

Didn't someone do this a while ago and not release it?


Ya, I remember someone bragging about that awhile ago, but I think in the end it ended up having to do with vertex paint.

Renx wrote on Thu, 11 January 2007 21:06


SomeRhino made dynamic lighting a couple years ago. It reduced framerates too much.

No he set up texture projectors, and form my experience it has no effect on fps (unless you have a piece of crap graphics card).



Whatever he was using caused his FPS to plummet to 20fps or less in a LAN game when he normally for 40+ online, from what I remember.

As for the lightmaps, it was someone else in Reborn that claimed to do it, but Aircraftkiller accused them of just texture baking(which it ended up being). Then Aircraftkiller claimed to know how to do the real thing I think.


~Canucck

http://www.sloganizer.net/en/style7,Espion.png

Blazer

...RG made me ugly
Re: Proper lightmapping in renegade will soon be possible [message #239326 is a reply to message #238561] Mon, 15 January 2007 23:02 Go to previous messageGo to next message
Spice
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*Advertisment Plug*

Our latest blog has examples of the lighting, check it out. http://www.apathbeyond.com/forum/index.php?showtopic=11191&st=0


http://img46.imageshack.us/img46/8027/userbar358428pu3.gif

[Updated on: Mon, 15 January 2007 23:02]

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Re: Proper lightmapping in renegade will soon be possible [message #239422 is a reply to message #238561] Tue, 16 January 2007 09:45 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Looks pretty good, how easy is this to do?

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Re: Proper lightmapping in renegade will soon be possible [message #239462 is a reply to message #238561] Tue, 16 January 2007 14:34 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
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Depends on how many lights you want. If it's allot, may take awhile to get them all setup. Maybe 1-3 hours if you know what you are doing.

http://renegadehelp.kinstry.co.uk/paradox/xfire.gif
Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

Re: Proper lightmapping in renegade will soon be possible [message #239494 is a reply to message #239462] Tue, 16 January 2007 18:17 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Will this lighting program run in level edit, I hope so, because when I add in my trees I add them in level edit, not RenX. So it might look a bit dumb for the trees not to have shadows. But something is better than nothing, you guys are doing really good work.

Re: Proper lightmapping in renegade will soon be possible [message #239497 is a reply to message #238561] Tue, 16 January 2007 18:44 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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No, it runs on the output from 3D Studio MAX.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Proper lightmapping in renegade will soon be possible [message #239501 is a reply to message #239497] Tue, 16 January 2007 19:03 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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What about RenX?

Re: Proper lightmapping in renegade will soon be possible [message #239504 is a reply to message #238561] Tue, 16 January 2007 20:07 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I dont believe RenX has the required features.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Proper lightmapping in renegade will soon be possible [message #239514 is a reply to message #238561] Tue, 16 January 2007 22:43 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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/goes and "buys" MAX

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Re: Proper lightmapping in renegade will soon be possible [message #239615 is a reply to message #239514] Wed, 17 January 2007 13:28 Go to previous messageGo to previous message
Jerad2142 is currently offline  Jerad2142
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I can't afford MAX. So I suppose unless you guys make a plug-in for RenX, I will have to make textures of the shadows and put the shadow texture in as a second pass.

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