[RELEASE]Beast Helper! Don't lose old maps anymore!

I finished a tool that saves and loads files with beast lightmap index and tiling info, you can merge different beast sessions just loading and merging the maps, also allows to edit maps settings directly on screen.

397665--13651--$Beast_Helper.jpg

To install, just place the script in Assets/Editor folder. To use, just Go to Window > Beast Helper.

How To Merge lightmaps??

Easy.

-Select objects and bake selected.

-Move the lightmaps to another folder (using always the project view, not explorer!)

-Open Beast Helper.

-Click on Read current maps(The current Beast maps will be loaded).

-Click on Store maps info to Disk (Select folder/filename and save).

-Now select other objects and bake selected(Don’t worry about old maps :wink: ).

-Reopen Beast helper and choose Read Current Maps again.

-Click on Store maps info to Disk (Don’t replace the other file).

Now we have 2 files with beast info.

-Click on Read maps info from disk,(Select one of our 2 files) click on replace.

-Click on Read maps info from disk again, (Select the other file) click on Merge.

Now, we only need to click Set acutal maps in Beast! click on Apply!

Done :wink:

Enjoy!

If you found bugs, please post here!

Backup your project, and use at your own risk! Dual lightmaps not suppoerted for now!

DOWNLOAD

397665–13653–$BeastHelper.cs (19.7 KB)

Also available here:

http://www.unifycommunity.com/wiki/index.php?title=Beast_Helper

MODERATORS: IĀ“m a bit confused with the new categories, so if it isn’t the best place for this trhead, you can move it.

1 Like

reserved 1

and reserved 2 :wink:

Wow. This looks like an awesome tool, and one that I was preparing for Unity’s wish list. I will definitely be trying this out today (got a huge project that crashes on every Beast bake - although all the areas bake fine if I bake them one at a time). This looks perfect. I’ll report back. Cheers and Thanks!

Looks like a great tool!

Thanks for the replies!

Waiting feedback!

Cheers

doesn’t work though,would you please make a video tutorial to show how to use this?

Are you using dual lightmaps??

If you have +50 meshes in a lightmap it will fail…

How is the error exactly??

i am using single lightmaps,

here is what i do:
1.create a dir in project view named ā€œlminfoā€
2.create a simple scene with 3 static objects:box,sphere,plane,with a point light(shadow on);
3.open lmap window, set using single lightmaps

4.select box,click bake selected,done,move the lmap into folder ā€œlminfoā€,click read lmap info,and store the ini file in lminfo folder with name ā€œinfo1ā€
5.select spere,do as 4,save the ini file with name ā€œinfo2ā€ā€¦
6. select plane,bake it,done,and read current lmap,then i load ini file1,merge…nothing happend!!!

what did i miss?

Decrease array size to the real count of lightmaps before merge.

If not works:

Try to save two beast info files, clear all, and merge them. And click ā€œSet acutal maps in Beastā€, of course.

Works for me, but it’s a very early release, can have bugs.

Are you receiving console errors?? something like ā€œarray: out of indexā€ or ā€œNullReferenceExceptionā€??

no bugs,just nothing happend

Question about this – I haven’t tried using it yet, but was wondering if you could clarify that by ā€œmergingā€ you mean adding previously rendered lightmaps to the map array so you can swap them at runtime?

That is exactly what I’ve been looking for, so I just want to make sure I understand that this is the tool for me.

Thanks in advance!

Is a editor window that allows to have different bakes at the same time, nothing to swap at runtime, but it should be easy, you can just create your own LightmapData array and set it in LightmapSettings.lightmaps at runtime.

About the bugs… I will revise the script for find the bug this weekend…

This tool looks awesome and I’ve given it a few tries now but I think I’m confusing it up a bit. I just want to make sure before I spend to much more time on it that it will do what I think it will do… :slight_smile:

So I have say 10 prefab’s walls. These walls are combined to make up say 20 different rooms/hallways etc.

The idea being that with minimal geometry/textures we can get the most bang for our buck. Ideally we would like to lightmap each room/hallway independently have them assigned in beast.

then we can copy/paste, instantiate etc, the pieces into different combinations in the editor and they will keep their lightmapping states.

Does this make sense? and if so, is this what the tool is supposed to allow us to do? :slight_smile:

It only allows to merge lightmap tiling and offset info, even if you do a new ā€œBake selectedā€ in other objects, so you can bake certain area, bake other area after, and then, merge both lightmapings…

But I think if you copy/paste an object after bake, it doesn’t lose lightmap state by default…

quick question before trying myself, doest it work across projects?

This is a great idea, however, since it uses kernel32.dll to write ini files, it will not work in os x as far as i know.

Awesome, I’ve been itching for something like this for weeks, it was in the ā€˜Things to make life easier’ todo-list, thanks for sharing!

Is jymmyt correct here that it won’t work on the Mac installed Unity?

Just tried saving the info file on my Mac… and I can’t see it… will try my PC version now