Layre
22-06-2006 15:07:37
Hi
I've searched a few times, I found one post that described something similar to my current dilemma however they didn't post their solution.
I first tried baking my lightmaps with the "Output to Source" (just like the tutorial) and they all came out good....except for the objects that shared materials...they looked like turds. So, I found out why and switched my output to "Save Source (Create Shell)" and as expected, I see the multple materials in the shell and along with that I see the lightmap in its own material...as it is to be expected. The target slot for each light map (Lighting Map) is "Self-Illumination" (just like the tutorial).
However, the problem...in max and in Ogre, after the lightmaps have been rendered, instead of seeing the original material + lightmaps, the textures are gone and instead their being drawn in a single colour and gourade shading. Thats also how they get exported into Ogre too.
Secondly, In the material editor, under the material itself, when I select "Viewport" - I can see only the lightmap (as if it were the only texture map being applied). The result is the same in Ogre too.
It would seem that when I switched to Multi-map/Sub-Object material that the lightmaps don't blend - or just aren't working properly.
This sounds like pilot error on my part but what or how do I go about correcting this? (and using Multi-map materials in Ogre succesfully).
Thanks
I've searched a few times, I found one post that described something similar to my current dilemma however they didn't post their solution.
I first tried baking my lightmaps with the "Output to Source" (just like the tutorial) and they all came out good....except for the objects that shared materials...they looked like turds. So, I found out why and switched my output to "Save Source (Create Shell)" and as expected, I see the multple materials in the shell and along with that I see the lightmap in its own material...as it is to be expected. The target slot for each light map (Lighting Map) is "Self-Illumination" (just like the tutorial).
However, the problem...in max and in Ogre, after the lightmaps have been rendered, instead of seeing the original material + lightmaps, the textures are gone and instead their being drawn in a single colour and gourade shading. Thats also how they get exported into Ogre too.
Secondly, In the material editor, under the material itself, when I select "Viewport" - I can see only the lightmap (as if it were the only texture map being applied). The result is the same in Ogre too.
It would seem that when I switched to Multi-map/Sub-Object material that the lightmaps don't blend - or just aren't working properly.
This sounds like pilot error on my part but what or how do I go about correcting this? (and using Multi-map materials in Ogre succesfully).
Thanks