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Baked in illumination on interiors

by Kenneth Eves · in Torque 3D Beginner · 09/21/2012 (9:37 am) · 2 replies

What is the standard for models used as building interiors, and how is baked in illumination achieved? Is third party software required?

#1
09/26/2012 (12:56 pm)
Shameless self-plug for purelight as one way of doing baked in illumination: http://www.garagegames.com/products/purelight It was originally created for doing archetectural visualizations, so it handles interiors quite well.
#2
09/26/2012 (1:35 pm)
Building interiors are collada - like every model in T3D (T3D itself converts these on loadup to it's native DTS format). Baked illumination goes in the second uv channel and the texture goes under "tonemap" in the material.cs.

2 square miles of corridor using pureLight tonemapping. That's a shed load of lightmaps so I kept quality small.



I believe that there is a demo for pureLight on it's product page.