necros@Posted: Sat Aug 02, 2008 8:42 pm :
i'm not sure i've ever seen this asked before, but is it possible to access different UV channels or does the d3 engine only ever look at a single one? (is that why the method of doing lightmapping is to include a seperate copy of the mesh with a different lightmap shader on it?)



6th Venom@Posted: Sat Aug 02, 2008 11:44 pm :
only one is allowed as far as i know.



necros@Posted: Sun Aug 03, 2008 7:13 am :
i was afraid of that, thanks for confirming. :)

i wish there was a way to combine the standard way of baking a lightmap but using bloodrayne's rgb material method. if you change the lightmap texture by modifying the levels such that max white is very low (say 64, vs full 255), and switch the material from modulate to add, the overall lighting effect is much better because it doesn't interfere with d3's lighting and because it's additive, it 'glows' taking the place of ambient lighting. unfortunately, if the lightmap is too bright, all you get is white instead of the underlying texture, because additive blending is lame like that.

if there was a way to control the rgb value via the texture on a different channel..... but i'm not smart enough to figure something like that out. :P



necros@Posted: Sat Aug 02, 2008 8:42 pm :
i'm not sure i've ever seen this asked before, but is it possible to access different UV channels or does the d3 engine only ever look at a single one? (is that why the method of doing lightmapping is to include a seperate copy of the mesh with a different lightmap shader on it?)



6th Venom@Posted: Sat Aug 02, 2008 11:44 pm :
only one is allowed as far as i know.



necros@Posted: Sun Aug 03, 2008 7:13 am :
i was afraid of that, thanks for confirming. :)

i wish there was a way to combine the standard way of baking a lightmap but using bloodrayne's rgb material method. if you change the lightmap texture by modifying the levels such that max white is very low (say 64, vs full 255), and switch the material from modulate to add, the overall lighting effect is much better because it doesn't interfere with d3's lighting and because it's additive, it 'glows' taking the place of ambient lighting. unfortunately, if the lightmap is too bright, all you get is white instead of the underlying texture, because additive blending is lame like that.

if there was a way to control the rgb value via the texture on a different channel..... but i'm not smart enough to figure something like that out. :P