While I am talking about the program, I guess this can also apply to the lil lightbulb above my noggin...
... I finally see the genius in this program, after looking at casually for a few days, and reading the post about setting up transparencies.
From what I gather, LB allows you to set up scenery by loading individual (that's the key, not a gigantic single level, but segments of the level) parts of a level (terrain for instance), lightmapping that part, adding another (a building maybe), applying the same lightmap to that part...
... then, after you've got the whole scene assembled (or maybe a subscene) then export it over to Blitz.
Hey... do I have it right? :)
Anyway, it looks pretty good... I've got a half done interior model that I've been testing the demo on

It is a collection of about a million different parts (hull, walls, floor, ceiling, furniture, bulkheads, lights, etc... the later not shown) that I bring into LB and apply the lighting to.
I am assuming that when done I can save the whole thing as a single b3d... right, wrong!!??
also, three questions...
(1) how's the DirectX export coming?
(2) transparent color... is there a whay to handle a single color in a texture to make it transparent?
(3) does everyhting import into LB at xyz 0,0,0 ?
Hey... I've looked at both of the latest software creations that have appeared recently... Quill3D and LightBulb... and I am really impressed...
... both show a lot from both the developers and from Blitz.
Quill may be a lil overkill for me, seeing as I only need a lightmapper that can use .X files, and in the long term may opt to get both, but right now I'm leaning towards the Bulb...
Now where'd she hide those credit cards... :)
--Mike
... I finally see the genius in this program, after looking at casually for a few days, and reading the post about setting up transparencies.
From what I gather, LB allows you to set up scenery by loading individual (that's the key, not a gigantic single level, but segments of the level) parts of a level (terrain for instance), lightmapping that part, adding another (a building maybe), applying the same lightmap to that part...
... then, after you've got the whole scene assembled (or maybe a subscene) then export it over to Blitz.
Hey... do I have it right? :)
Anyway, it looks pretty good... I've got a half done interior model that I've been testing the demo on

It is a collection of about a million different parts (hull, walls, floor, ceiling, furniture, bulkheads, lights, etc... the later not shown) that I bring into LB and apply the lighting to.
I am assuming that when done I can save the whole thing as a single b3d... right, wrong!!??
also, three questions...
(1) how's the DirectX export coming?
(2) transparent color... is there a whay to handle a single color in a texture to make it transparent?
(3) does everyhting import into LB at xyz 0,0,0 ?
Hey... I've looked at both of the latest software creations that have appeared recently... Quill3D and LightBulb... and I am really impressed...
... both show a lot from both the developers and from Blitz.
Quill may be a lil overkill for me, seeing as I only need a lightmapper that can use .X files, and in the long term may opt to get both, but right now I'm leaning towards the Bulb...
Now where'd she hide those credit cards... :)
--Mike
