I don't know why I never thought about this before but I just realized that it might be possible to get some good lightmap action going in quake 4 with a fairly simple technique..
export geometry as an obj
grab visible faces you want to have a lightmap on and detach them to a separate models. attach all separate models into one and delete all extra surfaces.
apply basic unrwap UVs too all visible polys separating areas and such. Apply a render to texture using lights placed in the level in max to render out lightmaps on your models.
export entire model out as an ASE
create a proper material for all of the different lightmaps found in the level.
Place entire model into level and inline it.
place non shadow casting lights in your level to add some brightness and information for your normal maps ect.
A wacky trick to get quake 3 style lightmaps into quake 4... it most likely would take awhile to get it right though and having to make a material for each area would be a bit of a hassle. Since quake 4 has separate functions for dynamic and static shadow casting this is even better since you can make it so characters and moving objects cast real time shadows while geometry gets the smoother lightmaps.
lol I have a feeling this would a bitch to do though and there is a great chance you will just get a ton of Z fighting Zebras of Doom..hehe
anyone ever try this before?
Quake 4 lightmaps hmm.
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Quake 4 lightmaps hmm.
-- the Castle again... >.>