• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Guest Anonymous Poster

Static lightmaps: how to build them ?

5 posts in this topic

The lightmaps used by quake are grayscale textures. These are modulated (multiplied) with the colormaps applied to each polygon, with texture blending. Unlike colormaps, which are reused over and over for many polygons, there is a lightmap for each and every polygon. To save memory, these are stored at lower resolution than the colormaps (I forget exactly what).

To generate the lightmaps in the first place, I think quake uses a radiosity tool. Check out http://members.home.com/droyer/index.html for more information on radiosity.

0

Share this post


Link to post
Share on other sites
Thanks. I already knew what you said, but the link was very precious to understand better the theory. However i still have a few questions.
Lightmaps are 2d squares. I understand that they should be well working on square or rectangular surfaces. But what happens with triangles or more complex surfaces like a star ? How do you calculate the lightmap then ? Or, more exactly, how do you find where in the lightmap each vertex of your surface is ?
Another question. I've seen in the quake source that each vertex has a 3d ( and not 2d, as i thought at the beginning ) texture coordinate, which is basically used to compute the coordinates in the lightmap. I didn't understand the equations nor what is the sense of 3d coords for a texture...if anybody has a clue..
Thanks,

Ysaneya

0

Share this post


Link to post
Share on other sites
Many thanks...i think i've understood the theory. My lights are going to be semi-static ( ie, static during 99% of the time..but may move/change color/intensity sometimes ), so i have to calculate the lightmaps in real time (at least, when a light changes). Hope it won't be too hard....

Y.

0

Share this post


Link to post
Share on other sites
You're probably going to want to use a combination of static and dynamic lightmaps. There's no way you're going to be able to calculate all the lightmaps every frame. You might as well leave the other 99% alone.

Also might want to take a look into multitexure support. That way the videocard mixes the lightmaps.

0

Share this post


Link to post
Share on other sites
I know little about the theory of lightmaps. I've been playing with the source code of Quake, and seen that the static lightmaps are not calculated in the engine but with an external tool. I'm searching either the code of a such tool, or the theory (links?docs?) to calculate static lightmaps.
Thanks for any help,

Ysaneya

0

Share this post


Link to post
Share on other sites