Hi to all,

I decided to make a small example of how geometry created in WED can be exported to MED & then shadowmapped in Blender with using the MED's second skin set, Atlas Mapping tool & Autodesk converter.

This is the easiest way to create lightmaps that I know because it don't involve importing original Mdl's (files that your gonna use in your game) in Blender, re-saving of the Mdl's or extracting UV mapping.

The tools that are necessary for this process to work (apart from having 3DGS grin ) are following:

Blender
http://www.blender.org
Autodesk FBX converter
http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=6839916

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http://www.youtube.com/watch?v=CNz5BWXevI8
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...and here are a few notes:
1. Room in the video is very small so I used 1024/1024 skin, it's better to go with 2048/2048 for larger models or even 4096/4096 for very detailed objects.
2. Geometry larger then 15000 tends to bug out the Atlas Mapping tool in 80% of the cases so I would suggest that you brake your level in pieces not larger then 10-15k.
3. I didn't do it in the video because my model is very small but: after doing the Atlas Mapping always save and re-open the model to check if Atlas Mapping did a good job. He can always bug out.

...and if you found this thing to be illogical:
Why do you export both first & second skin sets. Why not just second?
Answer:
Because in order to see what effect lighting has on a model you need to see it on his original textures. Even if you change Atlas Mapping reddish texture with completely white tex you still won't be able to see how good lighting will fit to your model.

That's about it I guess. Enjoy & I hope someone will find this example useful smile




Last edited by Ganderoleg; 09/09/10 19:15.

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