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Re: Proper lightmapping in renegade will soon be possible [message #239669 is a reply to message #238561] Wed, 17 January 2007 17:21 Go to previous messageGo to next message
Sanada78 is currently offline  Sanada78
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Commander

GMax (RenX) has no rendering capabilities, hence why it's free. It's a cut-down version of an older version of 3dsmax. The rendering function is needed to bake the light/shadow maps for the map.

Ooh, nasty.
Re: Proper lightmapping in renegade will soon be possible [message #239685 is a reply to message #238561] Wed, 17 January 2007 19:25 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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General (1 Star)
dam, might as well ignore this post now until i can afford max.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: Proper lightmapping in renegade will soon be possible [message #239746 is a reply to message #238561] Thu, 18 January 2007 05:31 Go to previous messageGo to next message
=HT=T-Bird is currently offline  =HT=T-Bird
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Colonel
On a related note, why has nobody bothered to make a W3D exporter for Blender in Python?

HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.

If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
Re: Proper lightmapping in renegade will soon be possible [message #239778 is a reply to message #238561] Thu, 18 January 2007 07:41 Go to previous messageGo to next message
Zion is currently offline  Zion
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Because everyone uses Max since it's better. Razz
Re: Proper lightmapping in renegade will soon be possible [message #243997 is a reply to message #239615] Wed, 07 February 2007 14:54 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Sorry for bumping this thread but when will this be released, and do we just use the lights in MAX or will a different object need to be placed in the max file.

Re: Proper lightmapping in renegade will soon be possible [message #243998 is a reply to message #238561] Wed, 07 February 2007 15:00 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
It's never going to be released, along with a bajillion other Renegade enhancements.
Re: Proper lightmapping in renegade will soon be possible [message #244001 is a reply to message #238561] Wed, 07 February 2007 15:09 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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i have to say is Thumbs Up Big Ups Thumbs Up Big Ups

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Proper lightmapping in renegade will soon be possible [message #244028 is a reply to message #238561] Wed, 07 February 2007 16:37 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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It IS still being worked on and will be released when its done.


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 #244038 is a reply to message #244028] Wed, 07 February 2007 16:51 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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But what things do we use in max, I will show you what I mean:
index.php?t=getfile&id=2714&private=0
  • Attachment: untitled.png
    (Size: 62.93KB, Downloaded 480 times)


Re: Proper lightmapping in renegade will soon be possible [message #244060 is a reply to message #238561] Wed, 07 February 2007 17:45 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I have no clue how the MAX side of things works, all I have is some test output and a hacked together (with a hex editor) file that is what the test output should convert to with this tool.



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 #244076 is a reply to message #239778] Wed, 07 February 2007 19:08 Go to previous messageGo to next message
rm5248 is currently offline  rm5248
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Merovingian wrote on Thu, 18 January 2007 08:41

Because everyone uses Max since it's better. Razz


Blender > Max. Simple, really. Big Ups

Anyway, I would like to see an exporter for Blender. If you really want, ask at blenderartists.org, there' s a special spot on the forum. Smile Of course, you could just make everything in Blender and then export to 3ds, load it into gMax and then export it to w3d.


w00t?
Re: Proper lightmapping in renegade will soon be possible [message #244080 is a reply to message #238561] Wed, 07 February 2007 19:31 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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Yeah, Blender is cool. Even though I learned on Max, I want to try to switch over to Blender because:

1. it's free.
2. it is also very powerful and serves well enough for what most of us need.

[Updated on: Wed, 07 February 2007 19:33]

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Re: Proper lightmapping in renegade will soon be possible [message #448474 is a reply to message #238561] Sun, 05 June 2011 09:40 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'd like a status update on this.

/edit
//This is why:
///http://www.3dholmes.com/images/APB/mgcon.jpg
////I've been going back to the old building interiors and developed new ones. This is the MP Construction Yard with a properly designed interior and lightmaps in W3D viewer, but the lightmap chunks aren't being read by the viewer. I'd like to use the tool to get this to work, and would like to release the W3Ds to the public so they can use them instead of badly solved vertex lighting.

[Updated on: Sun, 05 June 2011 09:42]

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Re: Proper lightmapping in renegade will soon be possible [message #448494 is a reply to message #238561] Sun, 05 June 2011 22:16 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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very nice ACK

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Proper lightmapping in renegade will soon be possible [message #448496 is a reply to message #238561] Mon, 06 June 2011 00:20 Go to previous messageGo to next message
Stefan is currently offline  Stefan
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Recruit
http://www.moddb.com/games/cc-renegade/tutorials/lightmap-tutorial


je m'appelle ohnoes!
Re: Proper lightmapping in renegade will soon be possible [message #448501 is a reply to message #238561] Mon, 06 June 2011 05:05 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Colonel
How about a .wlt?
Re: Proper lightmapping in renegade will soon be possible [message #448513 is a reply to message #238561] Mon, 06 June 2011 09:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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If you read the topic instead of skimming through it, jonwil's original post says: "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 CY interior doesn't have the proper lightmap chunks in the W3D file. So it still gets vertex lighting applied to it, which is bad. I don't need two different types of lighting on a single model. I'd like to be able to set the light animation as well, because currently it will not turn red when destroyed or if power is out.
Re: Proper lightmapping in renegade will soon be possible [message #469880 is a reply to message #238561] Mon, 25 June 2012 15:06 Go to previous message
Generalcamo is currently offline  Generalcamo
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Colonel
Update on this? It would be nice to start lightmapping maps. I have one map that really needs this.
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