TWIN X
Blitz3D Forums/Blitz3D Programming/TWIN X
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Are any of you familiar width twin X files ? |
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Are you talking about the .x files that LightBulb outputs? If so then I made the term up :) Basically, both files contain identical geometry (hence twin), but one file has the UV coords for the original textures (+ the proper references to the original texture names) and the other has the UV's (+ reference) for the lightmap. The advantages are :- - You can re-combine them into whatever format you like - ASCII .x is an easy format to read and parse. - You can put BOTH meshes in the same position to get the effect of a lightmapped mesh in a 3D engine that doesn't have a second UV channel (DB,3DRAD). This will take some creative programming, but it can be done. Hope that helps you :) |
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Ok, when I export a *.B3D file for LightBulb, it not correct exported with texture, but if I export it in a *.x file, it okay, but then the light map is I another file, and I don’t know how to redo the light map again. |
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I've fixed the wierd texture export problem. It was due to the need for a custom texture-detection function which was occasionally unreliable. However, as soon as GetBrushTexture() appeared I re-wrote the exporters. They run about 100x faster too :) Be aware that ALL surfaces MUST have a texture for export to succeed. If you want areas of flat colour (for which you might normally use diffuse or vertex colour), just use a 2x2 texture. You can download the updated .exe here http://www.skitchy.fsnet.co.uk/lb115.zip Just unzip and drag the file into your LightBulb installation directory (overwrite the existing one). If for some reason you prefer to use .x files, get a copy of Decorator (its free). It can combine 2 .x into 1 .b3d as I described. |
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Thank you, you’re a lifesaver |
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I like TWIX bars |
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OW NO THE POOP POSTER...AGAIN.. |
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If you have a problem please <deleted> off :) |