Lightmaps from Render Baking in Preview12-post RC1 (with FPS Template Lightmapped)

Just after RC1 came out, but before Blender 2.43 release, there are some fixes and patches committed into CVS. Most noticeably lightmaps support, by Charlie. The Bullet character controller FPS Template looks nicer, and so does ‘blendo’.

Download preview12 here:
http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=752

UPDATE: Charlie also provided a tutorial, you can browse this online, or download the zipfile (see snailrose post)
http://www.continuousphysics.com/lightmap/LightMapTutorial.html

Happy new year!
Erwin

Very nice! Thanks erwin! I could do some really neat under-water fake caustic effects with this. Keep the new builds comming!

Great! i gotta try this! Thanks Erwin!

hey erwin thanks for this update, pass my thanks to snailrose to, yous are both doing an awesome job…

ill see if i can get some nice tech demos up soon for ya :wink:

Awsome!! it just keeps getting better and better

FULL RENDER BAKING!!! yeeeeEEEEEH!!! beautiful, guys, just beautiful. geez, I don’t know what to say. This is a great thing for the game engine, as well as other stuff. I can sense a tutorial coming on in the near future…woot!

cool thanks i was playing with the render baking thing when it first came out and was trying to figure out how to use it for lightmaps… i got it to make a lightmap but couldnt get it to uv right but that was before multi uv’s and when multi uv’s came out i didnt think to use it with materials in the ge…

but this is cool i’m gonna have fund with this and now it’s really easy to make pretty good looking games with the ge

and the physics too when i get some ideas mabye i could make something nice

Hey all,
Here is a small tutorial, for usage.
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=lightmap-tutorial1707.zip

Thanks,
Charlie

Thanks! i needed that. I used it in a scene and got results good, but the ceiling lamp blocks all light to the ceiling, so the ceiling is completely black. Not a bug but it’s only about my bad skills… I also noticed that those renderbakes are easier to put on a plane. But, for now, keep up the good work. :slight_smile:

Hmm,

nice :wink:

However, is there a simple way to re-bake the lightmap UVSet? Just selecting it in the EditButtons and re-bake always leads to a black Map for me. So I have to remove the Material, re bake, reassign the material and often save/Reload the file to have it correctly show in the GE?

Regards,
Carsten

If i understood you right, you want the lightmaps stay there? The only way i found to get it work was to save images into same directory where it was and pack them…

Hey calli,
I’ve run into the same problem, it seems best to duplicate the mesh that your using for baking and use the duplicated one to generate the image. Just save the image to disk every time its rendered, and use that version on the original mesh, then keep reloading the newly saved image to keep it up to date…

Thanks,
Charlie

I am using lightmaps for the small adventure game im trying to make. Luckily, i don’t intend to make every part of the town (only a few minor parts, most time you are viewing the town map) so if i would make the whole town, this would grow in a hell lot of a size. (or depends on the town.) Besides, i’m too lazy to make a whole town.

I should post some info or images sometime soon…

I have only an error, the baked lightmap using ray shadows get aliased, i mean i can see the pixels, maybe I’m doing something wrong, if isthere a way to turn on the anti alias please letme know

Increase the size of your maps!

Carsten

p00f mentioned that a good size for it is 512x512…

hope that helps.

And we can just watch the graphics quality shoot up to another level now that we have this feature:)

I know that the old way of making lighting effects was by using vertex colors as seen in some of the demos of the Blender Gamekit. Now we can focus on adding color with vertex color and the lightmapping for the lighting.:slight_smile:

Is anyone else having the problem that the specularity comes out black instead of white?

If I recall correctly baking doesn’t take into account specularity, because its relative to the viewer.

If I recall correctly baking doesn’t take into account specularity, because its relative to the viewer.

I think Ton posted something about it here when he wrote the release notes for the render baker : (I think Ton did this, his is the only name I see on the page)
http://www.blender.org/cms/Render_Baking.827.0.html

He has some more tips posted there under the “Some notes” section. That are relivent to the render baking features.

I have only briefly read over the tutorial here…
I notice that turning the material shadeless in one of the steps…
I have not tested this… but wont that make so Dynamic lights wont effect the level?
Not all games need dynamic lights I understand, but something like FPS definately will want them.
(unless they are doing a doom 1 or marathon clone, First Person Shooter is a pretty broad term)

Could you mention something about this?

Anyways, thanks for both of your efforts Erwin and Charlie…
I cant believe how much you 2 guys are getting accomplished in such a short ammount of time!
the game engine is lightyears away from what it used to be! and it is getting better every day!

Keep up the great work!

BTW i noticed a PREVIEW 13 on the Bullet forum… I hope you guys are getting enough sleep :slight_smile: