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Author Topic: infinit3 - experimental map made with blender  (Read 7363 times)
hyp3rfocus
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« on: August 04, 2007, 04:18:33 PM »

hi, this is a map i'm working on. it's basically a mesh i made in blender, uvmapped and exported to an ase file. i then loaded the ase into radiant to finish it off and compile a working map.

it's not finished yet, radiant seems to be having problems lighting a mesh that it doesn't have lighting brushes, but i'm working on that. i'm hoping i can light the mesh in blender and bake that lighting into the uvmap so i won't have to use radiant's lighting.

it's a very complex mesh, so it probably isn't much use to people with slower computers. it also doesn't have bot support yet.

it's licensed under the gpl.

anyway, if you want to see what it's like, here's a download...
http://www.mediafire.com/?8xjn6zbvxkd

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dmn_clown
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« Reply #1 on: August 04, 2007, 05:21:46 PM »

ase's need spawnflags 4 to be lit properly.

key:  spawnflags
value: 4

in the radiant entities menu
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hyp3rfocus
Guest
« Reply #2 on: August 04, 2007, 06:28:03 PM »

i tried using spawnflags 4 and it did fix the lighting issue, but it made the mesh non-solid and i fell through. i had been using spawnflags 6 before, which was solid enough, but messed up the lighting. i tried a few settings and i found that spawnflags 2 acheived both good lighting and a solid mesh.

thanks for the spawnflags tip.
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fromhell
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« Reply #3 on: August 05, 2007, 01:01:44 AM »

then add the spawnflags together. they're bitflags
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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