Making a lightmap in 3DStudio Max

Blitz3D Forums/Blitz3D Programming/Making a lightmap in 3DStudio Max

Hi,

I'm having a problem loading a lightmap - made in 3D Studio Max, into Blitz 3D.

The map seems to export from Max fine. I can view it in Photoshop. But, when I try to load it in Blitz, nothing happens to the base textures of the level mesh. It looks like there's nothing there to blend with them.

Here's what I'm doing:

In Max,

The level textures are all assigned to Map Channel 1 and encapsulated into a Multi-Sub Object Material.

I select Render To Texture,

Automatic Unwrap is set to ON,

Map Channel = 2,

512 x 512 size,

Target Map Slot = Diffuse,

then Render.


In Blitz 3D,

;Load Level
level = LoadAnimMesh("Level.b3d")
If (level<>0) Then DebugLog "Level was successfully loaded" Else DebugLog "Level load FAILED..."

ScaleEntity level, MAP_SCALE, MAP_SCALE, MAP_SCALE
PositionEntity level, 0,0,0
EntityType level, WORLD_TYPE, 1

;Lightmap
EntityFX level, 1
Global lightmap = LoadTexture("textures/lightmap/LightMap.bmp")
TextureCoords lightmap, 1
TextureBlend lightmap, 2

;ScaleTexture lightmap, MAP_SCALE, MAP_SCALE (This makes no difference) 

EntityTexture level, lightmap, 0, 1



I'm going to buy Gile[s] next month, but I'd really like to know why this isn't working.

Thanks in advance.

Regards,

Rogue Vector

get unwrap3d

www.unwrap3d.com

unwrap3d isn't a good choice as giles delivers vastly superior mapping for lightmaps.

www.onigirl.com < get the b3dpipeline plugins.
Gile[s] is king for lightmaps.

Best path? b3d to giles
ase for lights to giles

result is the best possible.

This may not be the problem, but be aware that when you set the map channel to 2, it won't remain at 2. Every time you change a setting, it will - irritatingly - revert to 3. I recommend setting it to 2 as the very last step before rendering. I also recommend saving the UV coordinates as soon as the autounwrap takes place, as these seem to get lost on occasion.

Overall, I recommend Gile[s] because it's lovely and 10x easier than lightmapping in Max. Better results too. But that might help ya out in the meantime.