I though I might share some results on my way to find out how to do lightmaps in the blender game engine.
(sorry it’s in german) click with LMB to take the tour:
http://www.hs-merseburg.de/~obrinkel/schrottplatz/gebaeude.html (1.6 mb) sorry it’s not optimized for size
this was rendered with yafray and baked with the [email protected]http://www.alienhelpdesk.com/index.php
second test - indoor lighting
this time rendered and baked with another 3D-app cause the rendering times of yafray are to high and the Bbaker script to unstable and slow.
- build the mesh in blender
- exported it to .obj
- setup the lights and GI in another 3d-App
- rendered the lighting maps to .tga with automatic uv flattening
- saved the scene with automatic flattened uv’s as .obj
- imported that new .obj in blender
- assigned the lightmap images as realtime textures
- made a exact copy of the mesh.
- assigned the copy tiliing textures and set different uv’s
- fattened the original mesh with the lightmap a litte. That way no clipping problems will occour.
- Adjusted the Alpha-Channel of the lightmap images by combining the RGB channels to one grayscale channel and copying it into the alpha channel. Then I adjusted the contrast of the alpha channel to make the shadows more visible.
It’s still not satisfying but with some more tweaking I might get a good result soon.