rooster
11-29-2007, 09:45 AM
we're looking at getting some lightmap support so we can get some nice prerendered lighting ingame. Since we dont have massive environments or a sophisticated in-engine lighting system we'll be rendering the maps from maya and the game will apply them to the corresponding objects.
The way we're going to do that is by tagging geometry names such as box_lmp01 or something so that the game knows that object has a lightmap and it applies lmp01.png or whatever.
this allows multiple meshes to use one map, but comes with the limitation that one piece of geometry can not use multiple maps. My question is can you think of a solution that allows us to eliminate this limit and tag certain polygons with information pointing them to the correct lightmap.
Now, the most straightforward way would be to use materials but say we have 12 materials on an object, how can we then divide that object into 2? The lightmap split will likely be different to the distribution of materials applied
am I wondering about a pointless issue- maybe just splitting the object into 2 chunks is acceptable.
The way we're going to do that is by tagging geometry names such as box_lmp01 or something so that the game knows that object has a lightmap and it applies lmp01.png or whatever.
this allows multiple meshes to use one map, but comes with the limitation that one piece of geometry can not use multiple maps. My question is can you think of a solution that allows us to eliminate this limit and tag certain polygons with information pointing them to the correct lightmap.
Now, the most straightforward way would be to use materials but say we have 12 materials on an object, how can we then divide that object into 2? The lightmap split will likely be different to the distribution of materials applied
am I wondering about a pointless issue- maybe just splitting the object into 2 chunks is acceptable.