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Re: Proper lightmapping in renegade will soon be possible [message #239746 is a reply to message #238561] |
Thu, 18 January 2007 05:31 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Colonel |
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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.
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Re: Proper lightmapping in renegade will soon be possible [message #244060 is a reply to message #238561] |
Wed, 07 February 2007 17:45 |
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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
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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 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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I'd like a status update on this.
/edit
//This is why:
///
////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] Report message to a moderator
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