Re: DDS format ObjectLightMaps = performance boost...
Posted: Thu Sep 08, 2011 9:26 pm
Thank you very much. I think that should be a sufficient go-ahead.
Sadly it's a real pain in the ass to have to work with Max 7 with this. How luxurious my new Max D 2012 with multi-core is in comparison...Max 7 is a lagfest with this map. But 1514 objects is probably top-notch anyway...
Just a test render after hours of work on the §$%§ object library (that rescaling stuff was a pain until I got it to work correctly...), I only placed a generic skylight, nothing fancy:
The ground textures still are the old BC42 ones with baked lightmaps, I'll redo them completely via Photoshop.
Setting up the gazillion of lights will be work for tomorrow...I fear it'll require a lot of testing until I get good lighting properties that look "adequately" for the ambient fire (all the boxes remaining on the screen above are either smoke emitters or ambient fires...)...
Also, just tried the "Set up" tool in Rexman...The object name doesn't change, but when I go to Render to Texture there's a "element name", causing the output name to be: rusruin02_m1_460-76-547.tga . I guess this is the magic of the key? If so, I think I got everything I need .
Do you have recommendations for lightmap sizes? Let's say small means sandbags, barrels, crates, benches etc, medium means sidewalks, trams, trains, car(wreck)s and large means houses. Maybe one setting "Huge" for the huge telemark building and other assorted huge factory structures (the long large building between the two bridges, it has a fully walkable interior and lots of action going on there).
Regarding the effects: Alright, I guess this means it's time again for a good show of trial&error .
EDIT: And obviously AFTER I created the darn object library I noticed this fancy website: http://www.battlefieldsingleplayer.com/ ... ibrary.htm
Here is described a fast and easy method on how to create max object libraries very quickly and with no effort at all. Using Rexman tools.
This one belongs to it as well (tutorial on rexman lightmapping): http://www.battlefieldsingleplayer.com/ ... torial.htm
In general I'd like to remind everyone of http://www.battlefieldsingleplayer.com/ ... ing_Guide/
It's definitely worth a bookmark and answers A LOT of questions around BF42, from the very basics to pretty suprisingly advanced stuff. Also, I downloaded the complete webpage (siterip) as a local backup, as this site is hosted on the unstable planetbattlefield and it probably was just an oversight this was not yet deleted, as most of the other tuts and images on that site .
And another EDIT:
Rexman is fooling me . If you look at his page and everywhere, the import meshes rollout should look like this:
http://www.rex3d.net/bf/index.htm
For me, it looks different. Quite so, actually. Especially no "import all from folder" option, so no batch import. Batch importing treemeshes works, however...it seems he kicked that function out of the last version of the tools. Does anyone have an OLDER version of the tools?
EDITx: Found an old set of tools, but it only allows batch import of the COL mesh which obviously is insufficient.
Sadly it's a real pain in the ass to have to work with Max 7 with this. How luxurious my new Max D 2012 with multi-core is in comparison...Max 7 is a lagfest with this map. But 1514 objects is probably top-notch anyway...
Just a test render after hours of work on the §$%§ object library (that rescaling stuff was a pain until I got it to work correctly...), I only placed a generic skylight, nothing fancy:
The ground textures still are the old BC42 ones with baked lightmaps, I'll redo them completely via Photoshop.
Setting up the gazillion of lights will be work for tomorrow...I fear it'll require a lot of testing until I get good lighting properties that look "adequately" for the ambient fire (all the boxes remaining on the screen above are either smoke emitters or ambient fires...)...
Also, just tried the "Set up" tool in Rexman...The object name doesn't change, but when I go to Render to Texture there's a "element name", causing the output name to be: rusruin02_m1_460-76-547.tga . I guess this is the magic of the key? If so, I think I got everything I need .
Do you have recommendations for lightmap sizes? Let's say small means sandbags, barrels, crates, benches etc, medium means sidewalks, trams, trains, car(wreck)s and large means houses. Maybe one setting "Huge" for the huge telemark building and other assorted huge factory structures (the long large building between the two bridges, it has a fully walkable interior and lots of action going on there).
Regarding the effects: Alright, I guess this means it's time again for a good show of trial&error .
EDIT: And obviously AFTER I created the darn object library I noticed this fancy website: http://www.battlefieldsingleplayer.com/ ... ibrary.htm
Here is described a fast and easy method on how to create max object libraries very quickly and with no effort at all. Using Rexman tools.
This one belongs to it as well (tutorial on rexman lightmapping): http://www.battlefieldsingleplayer.com/ ... torial.htm
In general I'd like to remind everyone of http://www.battlefieldsingleplayer.com/ ... ing_Guide/
It's definitely worth a bookmark and answers A LOT of questions around BF42, from the very basics to pretty suprisingly advanced stuff. Also, I downloaded the complete webpage (siterip) as a local backup, as this site is hosted on the unstable planetbattlefield and it probably was just an oversight this was not yet deleted, as most of the other tuts and images on that site .
And another EDIT:
Rexman is fooling me . If you look at his page and everywhere, the import meshes rollout should look like this:
http://www.rex3d.net/bf/index.htm
For me, it looks different. Quite so, actually. Especially no "import all from folder" option, so no batch import. Batch importing treemeshes works, however...it seems he kicked that function out of the last version of the tools. Does anyone have an OLDER version of the tools?
EDITx: Found an old set of tools, but it only allows batch import of the COL mesh which obviously is insufficient.