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Render To Texture (lightmaps) problem
show user profile  dexam456
hello :)

okay where do i start?! i have some troubles over here with the render to texture function in 3ds max. my goal is it to activate lightmaps for my static models(for a game).

but maybe i have to tell you something first:

i am editing a very old game which is using lightmap/shadowmap functions on static models. consequently that means there are already examples given from the producers of the game.
i saw in the models of the offical game, which are using lightmaps, that they were exported
with 3ds max so consequently they used 3ds max lightmap method for their models.

well, i have imported the offical models to 3ds max, to try to figure out how they did it.
well, my 3ds max knowledge is - lets say.. basic. i was trying several ways to get any result
close to the offical lightmap, but i really can't figure it out how they did this. i was even trying it with vray lightmaps..

i really don't know anything else to do, than asking you guys here in a professional 3ds max forum. maybe someone of you guys is familiar with that method of "lightmapping" from the screens below.

screens of some lightmaps that are working good(official - working ingame ofc):


a lightmap exported by me (not working ingame):


i have this problem over a year now, and i am really sick of it. i really need a professional person who is able to help me in this case.. i will pay you well of course. would be really nice if someone could help me with this, thanks for reading!

and please excuse my bad english.

best regards,
read 302 times
10/3/2017 4:15:19 PM (last edit: 10/3/2017 4:19:21 PM)
show user profile  Sir_Manfred
What does your scene look like?
It looks like you are only using one white light.

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read 294 times
10/3/2017 4:43:02 PM (last edit: 10/3/2017 4:43:02 PM)
show user profile  dexam456
exactly, only one white light. but it doesn't matter if i use only one light or setup the whole scene like they did it for their offical models with different lights in different colours. i just need to figure out a way to make even one light work, ingame of course. and at the moment, if i try to import a official model which is already using lightmaps ingame, to 3ds max - to kinda reconstruct the lightmap and understand how they did this. but i really cant figure it out. i already have a scene, exactly setup like the offical model ingame - with the same lights and so on. if i render it in 3ds max it looks the exactly the same like ingame. so i need to figure out the baking process.

for example:

here is the offical light map of an model(lets call it: "temple_A")
the lightmap is fully working ingame and was produced by the game
developers, also with 3ds max ofc:

here is the lightmap from temple_A, it was converted and imported to
3ds max. after that i setup the scene, that it looks the same like temple_A ingame.

seriously, i need some professional help in skype or tv.. i am going to pay the person who helps me of course. would be really nice, if some kind person could help.

sorry for english,
best regards
read 291 times
10/3/2017 5:40:14 PM (last edit: 10/3/2017 5:50:06 PM)
show user profile  Sir_Manfred
So they are both the same model.
The UV's are different.
Did you make new UV's for your version or are you just baking to the wrong channel?
Sometimes games bake lightmaps to a different UV channel.

I'm just guessing since you haven't really told me what the problem is.

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read 286 times
10/3/2017 6:18:27 PM (last edit: 10/3/2017 6:18:27 PM)
show user profile  dexam456
okay, i see. maybe i need to describe a bit better.

okay, as i've told you i am editing a game which is very old. this game uses "3ds max lightmapping technique" to apply a lightmap texture to an static model. this texture gives the model the illusion of light. now, since i am editing a game (which i didn't developed ofc) i dont know every detail about serveral things like you mentioned before. (e.g which channel they use for lightmapping). but the good thing is, the source of the game is already public, so it shouldn't be that hard to find infos like that. however, i am at a point where i need to apply these lightmaps to my models, so there is no way around. luckily, i've noticed from the models from the producers
that they were exported by 3ds max, consequently they are using 3ds max lightmapping for their objects. also whats very good is, the fact that you have thousands of examples given by the producers. some of them are even very very low poly meshes with one light. so shouldn't be to that hard to find these things out and remake the lightmap of an lowpoly model.

hopefully you understand me now :) . would be also nice if you could give me your skype adress or something for faster communication.

thanks for reading,

best regards
read 281 times
10/3/2017 8:00:29 PM (last edit: 10/3/2017 8:00:29 PM)
show user profile  Sir_Manfred
Yes that part I understand.
But if you don't tell us what you think is wrong with your lightmap or show us a screenshot of the scene with the model and light in it, we are unable to help.

For example, I don't see anything particularly wrong with your lightmap. It looks like what you'd expect when there is only one white light in the scene. For all I know, it's all working correctly.
Yet you still say something is wrong but you don't specify what.

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read 273 times
10/3/2017 8:52:04 PM (last edit: 10/3/2017 8:52:04 PM)
show user profile  dexam456
well, the thing what's wrong is, that the model does not appear ingame.

what i am currently working on:

okay, its about a dungeon. the object was splitted into 2 models, one works as "ground"
and the other one build the "wall". this is an offical object btw and you are seeing
ingame screens below.


for us only the object on the first picture is important. in the screen below
you see the lightmap of the first object.


as you can see in this lightmap, the "light was printed to the floor". consequently
you can imagine how they set up the lights in 3ds max (look at second object in first screen).
okay, now i've took the file from the first object from the official folder and converted it,
so that i can import it into 3ds max(the "bottom" plane). after i did that, i set up one
light, to see if i can make it work ingame. the result is quite good, it look similar to the
offical lightmap (you can see the lightmap in the screen below).


E: Screen of the scene in 3ds max


now, whats the problem? as already mentioned, the model does not appear ingame.. i've tried
it with several different options but i can't make it appear ingame.. there has to be something
wrong with the settings, like maybe you've told me before the wrong uv-channel. i am not the
developer of the game and don't know such informations and also dont have the right c++ knowledge to read in the source. i need a person which is able to help me make them appear ingame.. i think i am very close to it, the lightmaps are looking pretty much the same. i also looked into the source and there are some interesting parts abouts rendering the so called "dungeon-meshes". so if you / or another professional person with a bit c++ knowledge could take a look over teamviewer, i think i can get rid of this problem :S . as i've already told you guys i will pay that person or you very well, its a very serious case and i need to get rid of this fast :)

so thanks all people for reading and replying :)
best regards
read 270 times
10/3/2017 10:11:13 PM (last edit: 10/3/2017 10:14:55 PM)
show user profile  FX
Have a look at the "channel info" utility in Max, you can copy, paste and delete UV channels, so you can move the UV's into any channel you want, if your game is reading a non standard channel that might be the solution.

read 243 times
10/4/2017 8:55:24 AM (last edit: 10/4/2017 8:55:24 AM)
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