UE1 - UT Importing Lightmap in meshes with .3d file

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

War_Master

Member
May 27, 2005
702
0
16
Is it possible to import lightmap information using a .3d file for a mesh into UT99?

I'm asking this because I'm converting the weapon meshes from Quake3 using the milkshape and I see that the weapons have lightmap in them but, when I convert it to .3d file and import it in UT the lightmap information isnt there. I need to know if the .3d file does support that information or not and if it does, how do I import it into UT? My guess would be that there might be a variable in the command when importing the mesh.
 

JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
0
16
England
planetunreal.com
unfortunately lightmap overlays aren't implemented until UnrealEngine 2.0 (UT2003/UT2004)

The only solution is to have unique faces for your uvwmapping (unless the shadows are totally symmetrical ) and combine both into a single bmp/pcx texture.

It's faked a fair bit in UT2004 on the weapon meshes and pickups - most noticeably on the shock cores where you have shadows for the wires -this is all done on a single diffuse map - with no additional shaders/combiners etc.

I'm thinking if the uvw cords for the lightmap are different to those of the diffuse texture, you may need to spend some time reworking the uvws to suit both.

The only downside is you'll lose texture resolution if you want unique shadows for each face.
 

War_Master

Member
May 27, 2005
702
0
16
ok, what I was looking for is the SmoothingGroups. I found in the Milkshape that leaving Auto Smooth gets rid of that shadowy effect in the mesh whenever I edit the model on any way. So, I had to uncheck Auto Smooth for the Smoothing to stay while Scaling the model and that bug was fixed. Now, I imported the mesh into UT and I still don't see the shadowy effect that Smoothing Groups was giving me in MS3d. Anyone knows if that effect can be implemented into UT using the .3d file?
 

War_Master

Member
May 27, 2005
702
0
16
ok, Im gonna give up on this since I figured out that the smoothinggroups are actually imported... doh. The effect I was seeing in Quake3A was actually a bumpmap done by a shader which looks really nice. I found 2 of the weapons using that effect while the rest of them looked as crappy in Quake as they did in my UT conversion, lol. The 2 weapons with the effect are the Shotgun and the GrenadeLauncher in case anyone wants to check it out.

UT doesnt support Shader/Combiner to pull neat effects on textures like that in case anyone wants to know.

Now, I wonder if that effect can be implemented in UT2k4 since I was thinking of porting it to that engine after I finish the UT version.
 

JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
0
16
England
planetunreal.com
ok, Im gonna give up on this since I figured out that the smoothinggroups are actually imported... doh. The effect I was seeing in Quake3A was actually a bumpmap done by a shader which looks really nice. I found 2 of the weapons using that effect while the rest of them looked as crappy in Quake as they did in my UT conversion, lol. The 2 weapons with the effect are the Shotgun and the GrenadeLauncher in case anyone wants to check it out.

UT doesnt support Shader/Combiner to pull neat effects on textures like that in case anyone wants to know.

Now, I wonder if that effect can be implemented in UT2k4 since I was thinking of porting it to that engine after I finish the UT version.

For sure- bump maps maybe not, but you can spoof them with specular. And you can add light/shadow maps also. :)