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Author Topic: Tutorial : Lightmapping with Gile(s)  (Read 7801 times)

GTGwalkthroughs

« Reply #45 on: April 07, 2012, 02:12:28 AM »
Hi there! New to the forums.
I have a problem. In Giles preview it shows the soft shadows, but when I export it and put it to 3d Rad it doesn't have that soft shadow. Is this normal?
« Reply #46 on: April 07, 2012, 11:20:14 AM »
which technique are you using... dual meshes or the user_lightmap shader...

--Mike

GTGwalkthroughs

« Reply #47 on: April 07, 2012, 11:56:34 AM »
which technique are you using... dual meshes or the user_lightmap shader...

--Mike
I am not sure what you mean. I followed the tutorial and it works, the only problem I have is that the shadows from the exported lightmap file doesn't look the same as the preview in Giles.
« Reply #48 on: April 07, 2012, 12:20:24 PM »
ooops, my bad... i didn't look at the tut... gimme one sec...

two things i've found are important...

1 - the models don't use repeating textures...
2- the pack method in the lighting methods editor set to use existing uv...

it might help if you could post a screen shot of the scene in giles and in RAD...

--Mike
« Last Edit: April 07, 2012, 12:33:22 PM by Mike Hense »

GTGwalkthroughs

« Reply #49 on: April 07, 2012, 01:05:19 PM »
I'm on a different computer right now so I'll try to reproduce the same 3d model as closely as possible. It was just a simple house to test out Giles.
By the way, I am using Google Sketchup. Is there any problems between Giles/3d Rad and Sketchup that I should know before proceeding?
« Reply #50 on: April 07, 2012, 01:28:43 PM »
i don't think that models from Sketchup would cause any problems with Giles, but i can't say conclusively though because i don't use Sketchup for modeling...

yeah... a simple example should show the problem as i think it may be a procedural error and not something inherently wrong with the mesh or the Giles exporter...

i'll be monitoring the forums till late this evening so i'll be here for a while... and maybe Shadmar will stop by as for a hot second...

--Mike
« Reply #51 on: April 07, 2012, 02:26:47 PM »
You should post a screeny so we can see what your problem could be.

GTGwalkthroughs

« Reply #52 on: April 07, 2012, 03:13:00 PM »
here
« Reply #53 on: April 07, 2012, 03:28:58 PM »
ok... now i can see...

it's nothing that you did wrong... it looks like everything came across properly...

the reasons you are getting the dark scenery are less apparent and has to do with how RAD does things...

1 - first, the sunlight object... it should be adjusted to correspond closely with the amount of light in the Giles scene... also, the shadow properties might need adjusting (lightening)...

2- also make sure the sun is pointing downward at the same or similar angle to give the same effect as the shadow...

3- you might also have to turn off the skinmesh allow shadows property (check no shadows)...


i think you'll see some improvement and something closer to what you see in Giles... but there's more (luvin this, aren't ya  ;D )


take a look at this thread, i'm sure it'll add some additional things for your consideration...

getting good graphics from RAD requires a lil bit of additional work... i'm running along the same trail as you... though you seem to be catching up and at your current rate will pass me very soon...

lemme know if any of this has helped... 

--Mike
« Last Edit: April 07, 2012, 04:01:19 PM by Mike Hense »

GTGwalkthroughs

« Reply #54 on: April 08, 2012, 07:35:13 AM »
Thank you for your help. It seems that the problem all along is how 3d Rad works. I guess I have to do some extra tweaks to make it look the way I want it. I probably won't use Giles that much on outdoor environments because I prefer the scene to be a bit more dynamic but this could be very useful in indoor situations.
« Reply #55 on: April 22, 2012, 01:48:30 AM »
« Reply #56 on: March 19, 2014, 07:56:24 AM »
someone would be so kind as to post an example of shadow gile lightmap format 3dr (3drad) with SkinMesh objects , thanks
« Reply #57 on: March 19, 2014, 11:25:32 AM »
there are several ways to use a lightmap made from in 3DRAD...

the two simplest approaches that i know of are:

1- dual mesh method...

2- using a single mesh with Shad's Lightmap Shader (in System Shaders) applied...


you should first make sure you know the difference between the two... then decide which one you want to look at an example of...


--Mike
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