Advertisement

Lightmapping software on Mac?

Started by June 25, 2009 03:35 PM
3 comments, last by Ashaman73 15 years, 6 months ago
Does anyone know of some light mapping software for OS X? [Edited by - JasRonq on June 26, 2009 7:40:35 PM]
No one? I just want to import my scene (terrain + vegetation + buildings + distant light source), render a lightmap for the terrain that reflects all of the shadows (not just terrain self shadowing) and save the whole thing to send to my game engine. Does anyone know of a piece of software that will run on Mac that can do this? I already have a number of modelers, but I don't think any of them can do this.
These are outdoor scenes so it doesn't even need to be radiosity.
Advertisement
Im debating whether this should be working still or not, but I've been using Giles, while the GameCreators sell it I think the actual makers have the beta on their site here

http://www.frecle.net/index.php?show=&section=giles⊂=download

Of course I would suggest checking out the newer version, from the looks of it I don't think it's too expensive.
I checked it out and apparently game creators no longer sells it and the authors of it turned it freeware. The demo is free to download and use freely but its windows. Im probably going to make a windows installation on my external hard drive though as I am finding it easier to find solutions to issues with tools that arent supported on mac.
Still looking for lightmapping :)

Well, take a look at blender, it's a free,open source modelling tool with the ability to bake textures including ambient occlusion, lights,shadows etc. radiosity should be possible too. Search for render baking. There are build available for windows, linux and mac os.
If you really just want to map light data to your terrain texture, this should work quite fine.

--
Ashaman

PS:
I once used blender to calculate AO data for my terrain texture and encountered the problem of importing my whole scene into the modelling tool, which were not native available as file in a common modelling format. My solution was a quick and dirty .obj file export of the whole scene, saving it as 64k vertex-chunks.

This topic is closed to new replies.

Advertisement