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3DSMax 8, render to texture and UVWs

Started by May 13, 2006 09:14 AM
0 comments, last by Lopez 18 years, 9 months ago
Hello everyone, I hope this is the right forum for my question. If it isn't, please feel free to move it to a more suitable forum. Ok, here it comes: I'm currently trying out different lighting/shadowing methods for my engine. One thing I'd like to get working is to create lightmaps via 3DSMax 8 (with the render to texture option) and use those in my engine. I've already got the lightmap creation up and running - works perfectly. What I want to do next is where I'm totally stuck: I want to write a MAXScript, that loops through all of the vertices within the scene, and writes the automatically created flattened UVs (meaning: the texcoords for the corresponding lightmap) to a file. The problem now is, that I don't have any idea on where to start. The MAXScript help doesn't really help me, as for I didn't even find out yet, how I can access those flattened UVs. Could anyone please give me a few hints, on how I would start writing such a script, and where the flattened UVs are stored, and how I can access them? Thanks for any comments in advance Greets Chris Edit: I've just took notice, that you can save your lightmap coordinates as an .uvw file - does anyone maybe know the file format for such .uvw files? Maybe I could use those, but Google isn't very helpful regarding that :/ [Edited by - Hydrael on May 13, 2006 11:49:01 AM]
Hi,

I currently generate my radiosity maps the same way.

The way I do it is to export 2 .3ds files - one for the diffuse uvw's and another for the radiosity uvw's. Recombining these in the engine.

One problem I did run into is that due to problems with shared vertices, all the vertices in the object have to be broken - ie. no triangle strips, but it's definitely quicker than writing your own max exporter.

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