I don't understand, are you saying I need to code stuff? I do have a bit of OO programming skills in Visual C++, but I'm an Artist so compared to any of you guys my programming skills sucks.Bringer of Darkness wrote:>>Great, they all work in theory and in the engine, I guess the only >>question then is if metaldev will make the exporter support these >>things.
Mhm, I guess you only need to setup your material script/pixel shader according to your needs, I am afraid no exporter can help you with this...
Actually it is a matter of clicking 2 buttonsBringer of Darkness wrote:I can hardly imagine any script that would take care of UV generation - you need to correctly create UV mapping non-overlapping and splitted into as few pcs as possible, which is quite much more complicated than realizing via simple script... MR lightmap generation is more or less clicking on two buttons, so I guess any script would be misplaced here as well. Possibly, for combining the MR lightmap together with creating a correct material and assigning it to the terrain would be maybe worthy creating a special script, but well, I am not sure how often you are going to use this lightmap generation so the fastest way so far for a few scenes is to make it by hand..
The Automatic UV layout script/button in Maya does perfect UV layouts for LM's.
It shouldn't be used for Diffuse UV maps becouse there it's better to do it by hand so you can share UV space and stuff,
but for LM's (that shouldn't overlap) making the UV is as simple as 1 button press, it is just that when you have 500 objects in your scene, it's a bit PITA to for each object for each export select, make UV, Render LM, Save LM. That what I meant my MEL-script would do.
Although I'm not saying it will be easy, I would rather want to only focus on the graphics on my demo-scene, but no engine and exporters support the things I desperatly need