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Hey guys,

because I do not know where to go for help anymore since even the autodesk community forum did not help me I have to ask here.

Does anyone of you know how to apply the .dds lighting textures to an object using 3DS max? Or rather how is the ligting texture supposed to work in general?

It's being used in many dungeons like demontower, enchanted forest, but even in the oldest ones like the ape dungeon.
When you put these objects onto your map its lighting changes immediately. That is why there is differences (color)  between each one of the ape dungeons and I would love to reproduce it.

Thx a lot for any tip!

Best regards,

Sandbone

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59 minutes ago, OtherChoice said:

I'm not 100% sure but probably its managed on client source level with matrices of texture, depth stencyl, and such by Direct3d8


I was wondering if it could be source related which I believe it partially is but still there has to be the 3D part of it because the exported model bears the information about the lighting map in it. Anyway, thanks a lot for the reply!

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Just now, Ace said:

Source? Really...


Of course there is a piece of code in the renderer that handles the lighting maps but that is not what I meant. That is why I mentioned that I am interested in the model part.

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vor 1 Minute schrieb Sandworks:


Of course there is a piece of code in the renderer that handles the lighting maps but that is not what I meant. That is why I mentioned that I am interested in the model part.

i know what you mean. ?

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I've been looking for this too some time ago and haven't found anything yet.

 

First of all, I don't think those kind of textures are handmade but generated by 3ds max.

Then maybe you don't even have to link the texture to the model, maybe it's already done when you tell 3ds max to create this texture for the model.

 

 

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14 minutes ago, ElRenardo said:

I've been looking for this too some time ago and haven't found anything yet.

 

First of all, I don't think those kind of textures are handmade but generated by 3ds max.

Then maybe you don't even have to link the texture to the model, maybe it's already done when you tell 3ds max to create this texture for the model.

 

 


That is exactly what I thought but I was just curious if there is a way to do it vice versa - to assign the texture and make it work the way it is supposed to work. Maybe @.plechito' knows more about this?

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12 minut temu, ElRenardo napisał:

I've been looking for this too some time ago and haven't found anything yet.

 

First of all, I don't think those kind of textures are handmade but generated by 3ds max.

Then maybe you don't even have to link the texture to the model, maybe it's already done when you tell 3ds max to create this texture for the model.

 

 

 

Yes, these textures r generated by 3ds max (but first u need to create a light scene with objects). 

In the material editor select the right type (name it correctly) and lightning map add as a second channel (default texture as a first channel). 

Or if there r lighting textures (objects from another game) then u need to recreate the UVW for all objects in the scene - but it can take a lot of time.

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