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Thread: BSP lightmap tag extraction get!

  1. #51
    Senior Member Patrickssj6's Avatar
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    Re: BSP lightmap tag extraction get!

    Quote Originally Posted by Kalubâ„¢ View Post
    Jahrain can you PM this app for Halo:CE, I was to munk with it but I cant ever seem to catch you on aim.
    I have source $_$
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  2. #52
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    Re: BSP lightmap tag extraction get!

    Jahrain could you also send me the apps for halo: CE and Halo 2 in a PM? I would love to try these apps out on Sunday when I get back in town. If you can't send them via pm I'll send over my email but you should have it (I'm the same guy from the gbx forums.) Great work by the way.
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  3. #53
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: BSP lightmap tag extraction get!

    Heh, nice job jahrain. It kinda makes me wonder why nobody had done this before, if it was CE compatible...
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  4. #54

    Re: BSP lightmap tag extraction get!

    I wanted to rip it apart yes, and then look at how it works and somehow make a maxscript to make it easier since everyone has said it is a rigorous task.
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  5. #55

    Re: BSP lightmap tag extraction get!

    Quote Originally Posted by Kalubâ„¢ View Post
    I wanted to rip it apart yes, and then look at how it works and somehow make a maxscript to make it easier since everyone has said it is a rigorous task.
    That would be excellent. Contact me on aim when ever possible.
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  6. #56
    Foot Dragger ejburke's Avatar
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    Re: BSP lightmap tag extraction get!

    Actually, the old Blood Gulch lightmaps were more accurate for a scene in broad daylight. Shadows shouldn't be that defined when you have an immensely bright light source having its rays scattered and diffused in every direction.

    So, yeah, MR is faster, but why is it faster? I doubt it's some magic code overcoming the fact that Maya has a ton more resource overhead than Tool. More likely it's just not doing as much. Which is fine, because options are always nice to have.
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  7. #57

    Re: BSP lightmap tag extraction get!

    Actually, bloodgulch's default lightmaps would be more accurate if the sky was more cloudy, dimming the sunlight, and scattering more light. That can be done more accurately, for much more soft shadows and light scattering with mental ray. Mental ray happens to take full use of multicore GPUs, which is one reason why its faster. It also vastly optimized and advanced than tool or sapien as since it was created by a much more experienced team of software engineers who's field of expertise is in nothing but rendering, as compared to a team of game developers. Mental ray does allot more than tool or sapien could ever do, but the thing is, your not limited to using mental ray. You could use brazil (if its capable of texture baking) and many other rendering clients.
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  8. #58
    a bit of the old in-out Roostervier's Avatar
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    Re: BSP lightmap tag extraction get!

    And along with what jahrain said, even if it really was doing less, it looks better, and that is the only thing that would be the matter anyway. Faster + better looks = win.
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  9. #59

    Re: BSP lightmap tag extraction get!

    And Customizable too.
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  10. #60

    Re: BSP lightmap tag extraction get!

    And suddenly!

    (UV Black Line errors but easily fixable in a matter of seconds)



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