Game Development Community

Blender lightmap to torque

by Andrew "Anger" · in Artist Corner · 11/26/2008 (12:51 am) · 5 replies

Hello everyone..
I have a lightmap related question: I'm using Blender as a primary art development tool and so far I've been able to succesefully create maps in blender, export them to constructor and compile..Now, there is one thing that bugs me _ if I Generate radiosity based lightmaps in blender, Is there any way to apply them/ use them in Torque insted of using Torque generated lightmaps ??

Hope to hear some answer soon..

#1
11/26/2008 (9:47 am)
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#2
01/27/2009 (4:18 pm)
Kind of not soon, but anyways...

I'm currently doing much the same thing but with modo instead of Blender (actually, can Blender bake radiosity to textures??). What you need to do is to have the lightmapping on the second UV set (except it's all unique per-face texturing) and bring that into the engine. With the current TGEA, you'd probably need to use CustomMaterials to do the multitexturing for rendering (you could do it multipass with the existing system but that sucks). //EDIT: removed BS about second UVs in DTS
#3
01/29/2009 (10:16 am)
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#4
01/29/2009 (11:11 am)

@Joseph
My bad. Got this mixed up. Sorry.

There was however someone here in the community who added support for a second UV set to DTS on TGEA 1.7/1.8 and released it.
#5
01/29/2009 (11:36 am)
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