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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Why are lightmaps separate

Author Topic: Why are lightmaps separate (2 messages, Page 1 of 1)
Moderators: Dennis

OrangeJuice
Joined: Jan 29, 2009

discord was killing the forums anyways


Posted: Sep 26, 2017 06:25 AM    Msg. 1 of 2       
Why do lightmaps use a completely different UV Unwrapped map set forcing me to decompile my BSP for multiple passes through 3dsmax instead of just being unified so that I can model, UVW, and bake lightmaps ALL IN ONE SITTING ?

Any technical reasons?
Edited by OrangeJuice on Sep 26, 2017 at 06:28 AM


sparky
Joined: Jun 27, 2009

sparky#0096


Posted: Sep 26, 2017 08:29 PM    Msg. 2 of 2       
It is possible to bake light map images in 3DS Max and use them in Halo. Differences to tool.exe's baked light map images could be due to smaller bitmap images (lower "resolution quality") and a difference in ordering of sbsp triangles. Did you look for a video tutorial?

EDIT:
Look at this information and the information available in Prometheus:
http://www.halomods.com/ips/index.php?/topic/357-collision-bsp-structure/
https://github.com/KornnerStudios/Prometheus
Edited by sparky on Sep 30, 2017 at 01:30 PM

 

 
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