Different Lightmaps on Same Meshes
Blitz3D Forums/Blitz3D Programming/Different Lightmaps on Same Meshes
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I am going to have a large city in which the same building models will show up more than once. How would I go about rendering lightmaps for the same mesh in different locations, and, apply those to the meshes? Is there a way to do this in gile[s]? (that is my preferred lightmapper) :) |
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I just realized that's a really stupid question, because for the models to have separate lightmap textures, I can't use CopyEntity, which means I have to use separate meshes. *facepalm* XD |
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Yes you can. EntityTexture applies a texture to the entity-brush, over the top of the instanced surface data sharing surface-brushes. |
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Oh, really? So I CAN do it how I wanted! YAY!! |
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I think, It's a bit more complicated but using PaintEntity/EntityTexture you 'll be able to texture singles entities whatever they are instanced or not But if you use "PaintMesh" instead or affect a mesh at its surface level, it will affect all entities. So, you'll probably have to take care about : modifying brushes for the surfaces will modify all instances |