So I posted under Quake Central, but I probably should have posted it here (I don't mean to double post).
http://quakeone.com/forums/quake-tal...bsp-files.html
If anyone is interested in this tool, don't hesitate to ask. Right now, I don't have an official tool, just proof of concept. But I can make one for people to use.
The tentative process is:
1) Run the program with the extract command and 1 parameter specifying a BSP file for input - this will create a wavefront OBJ file with just the lightmap texture coordinates (the OBJ file only allows one set of texture coordinates per face) excluding all faces with water/lava or sky textures, lightmap data file (store offset and size per face to within a bitmap), and a single BMP file containing all the lightmaps (for all faces).
2) In a model editor of of your choosing (I used blender), import the OBJ file and bake your lighting information into the new bitmap with the same resolution as the 1 from step 1 (the lightmap data used in the next step will require the resolutions to match)
3) Run the program with the replace command and 4 parameters specifying the name of the source BSP file for input, the name of the output BSP file, the bitmap image and lightmap data file to create a new BSP.
Right now, the tool works great for static lighting. I have to figure out how to make it work with animated lights (such as the spotlight in rock1/rock2). If no one replies to this thread, I'll assume this tool isn't needed and I will not work on this anymore.
http://quakeone.com/forums/quake-tal...bsp-files.html
If anyone is interested in this tool, don't hesitate to ask. Right now, I don't have an official tool, just proof of concept. But I can make one for people to use.
The tentative process is:
1) Run the program with the extract command and 1 parameter specifying a BSP file for input - this will create a wavefront OBJ file with just the lightmap texture coordinates (the OBJ file only allows one set of texture coordinates per face) excluding all faces with water/lava or sky textures, lightmap data file (store offset and size per face to within a bitmap), and a single BMP file containing all the lightmaps (for all faces).
2) In a model editor of of your choosing (I used blender), import the OBJ file and bake your lighting information into the new bitmap with the same resolution as the 1 from step 1 (the lightmap data used in the next step will require the resolutions to match)
3) Run the program with the replace command and 4 parameters specifying the name of the source BSP file for input, the name of the output BSP file, the bitmap image and lightmap data file to create a new BSP.
Right now, the tool works great for static lighting. I have to figure out how to make it work with animated lights (such as the spotlight in rock1/rock2). If no one replies to this thread, I'll assume this tool isn't needed and I will not work on this anymore.
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