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Thread: BSP lightmap tag extraction get!

  1. #71

    Re: BSP lightmap tag extraction get!

    I'm basically trying to figure out how to do that exactly in 3ds texture baking :P

    But, those lines, I believe, appeared because I downsized with bicubic sharper from 4096 res to 2048 (Halo cannot compile 4096). If I took that away it may appear correctly, like the other ones.
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  2. #72

    Re: BSP lightmap tag extraction get!

    Quote Originally Posted by SuperSunny View Post
    I'm basically trying to figure out how to do that exactly in 3ds texture baking :P

    But, those lines, I believe, appeared because I downsized with bicubic sharper from 4096 res to 2048 (Halo cannot compile 4096). If I took that away it may appear correctly, like the other ones.
    Oh, well i'm not too sure then. Once you figure it out though, you should be able to downsize it no problem. To get best quality with little or no jaggies on shadows, you should run lightmaps at a very high res (sharp shadows will not be anti aliased) but when you downsize it, it anti aliases them.
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  3. #73

    Re: BSP lightmap tag extraction get!

    Quote Originally Posted by Kornman00 View Post
    :wtc: reading rainbow
    Indeed !!!
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  4. #74
    Tking care of prego wife. Scooby Doo's Avatar
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    Re: BSP lightmap tag extraction get!

    wow, this is very interesting...

    the outcome looks quite amazing. how would one go about learning/experimenting with this themselves? i'd like to try it out. any help would be much appreciated.


    ~Scooby
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  5. #75

    Re: BSP lightmap tag extraction get!

    Quote Originally Posted by jahrain View Post
    Oh, well i'm not too sure then. Once you figure it out though, you should be able to downsize it no problem. To get best quality with little or no jaggies on shadows, you should run lightmaps at a very high res (sharp shadows will not be anti aliased) but when you downsize it, it anti aliases them.
    Hm, it's strange how it works in 3ds. For these recent screenies I did downsize them for the anti-alias effect and it worked pretty well on the shadows. It just bled the edges, though. But when I render at native 2048, it doesn't bleed at the edges, yet isn't anti-aliased! Ahh!
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  6. #76
    I R Serious Texra DaneO'Roo's Avatar
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    Re: BSP lightmap tag extraction get!

    Good thing I have Maya :awesome:
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  7. #77

    Re: BSP lightmap tag extraction get!

    Quote Originally Posted by SuperSunny View Post
    Hm, it's strange how it works in 3ds. For these recent screenies I did downsize them for the anti-alias effect and it worked pretty well on the shadows. It just bled the edges, though. But when I render at native 2048, it doesn't bleed at the edges, yet isn't anti-aliased! Ahh!
    Still haven't found out that extend edge pixel option yet? Darn, well looks like your caught up in an epic struggle between jaggies and bleeders.

    Quote Originally Posted by Scooby Doo View Post
    wow, this is very interesting...

    the outcome looks quite amazing. how would one go about learning/experimenting with this themselves? i'd like to try it out. any help would be much appreciated.


    ~Scooby
    First thing to go do is read up some tutorials on how to do texture baking. Once you get that down, your pretty much set. Contact me on AIM and I will send you the current builds of the lightmap extraction tools. They are very buggy, and the process is complicated, but for now, gets enough a job done to test out how it will look ingame.
    Last edited by jahrain; June 3rd, 2007 at 05:47 AM.
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  8. #78
    Senior Member FireScythe's Avatar
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    Re: BSP lightmap tag extraction get!

    Are you using the automatic unwrap to render to texture? Because doing it manually should help make the lightmaps neater, use up more bitmap space, etc.
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  9. #79
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: BSP lightmap tag extraction get!

    Quote Originally Posted by Ð4ÑØ * View Post
    Good thing I have Maya :awesome:
    As do I, gosh mister.
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  10. #80

    Re: BSP lightmap tag extraction get!

    Any way I can get a hold of this app? Also, does this even support custom UVs for the lightmap? If it doesn't how do you extract the ones that tool generates for my bakes?
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