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Problems with Light Map (material) in Torque 3D

by Andres Bordeu · in Technical Issues · 11/05/2009 (9:26 am) · 5 replies

Hi,

We're trying to integrate custom rendered lightmaps to collada models in Torque 3D and we're not getting the desired result.

In the Material Editor we're assigning a lighting/shadow texture baked from 3d Studio Max and we're setting it to the 'Light Map' slot under 'Advanced Texture Maps'. When we do this the texture doesn't seem to render properly as a lightmap. The result is a lighter model with sorting issues and no coherent lighting from the baked texture. Actually, the texture doesn't seem to render at all. We've tried setting the lightmap to the other advanced texture maps (overlay), but none of them work like a lightmap.

Is there something we're missing? I noticed the Torque samples were developed with pureLIGHT, but the tool just seems like an alternative solution for baked lighting. We want to continue to bake our lightmaps with Max, which is the pipeline we've used with Source. Is the advanced material broken?

Thanks!


#1
11/09/2009 (2:23 pm)
Are your lightmaps on UV2? That's what it is set up for with pureLIGHT.
#2
11/11/2009 (8:10 am)
Oue model has a second UV channel. Doesn't the Light Map slot assign the texture to UV2?
#3
11/16/2009 (12:43 pm)
By default we assign to UV2 in pureLIGHT and that works in T3D.
#4
11/16/2009 (2:06 pm)
- the lightmap is assigned to UV channel2 coords, be sure you're not setting the material ID but rather the UVchannel.

If you want, you can send me the model to look over.
eric at ericrbarth dot com
#5
12/12/2009 (9:57 am)
Did you select bake lights in the Collada exporter?