I love the beast light mapping in Unity 3.0 however my company’s project is built on the 2.6 unity build and wont fully embrace the 3.0 until its out of beta.
Is their a way I can run the beast light map in 3.0 b5 then export it to the 2.6 build?
I know beasts save out the light maps so I can copy them, but the geometry gets a second light map added to it from beast so I think I need to save out that geometry too right?
will require more than that including conversion of the textures as Unity 2.x has no support for hdr texture formats at all and the end result won’t look comparable due to the lack of the dual lighting in Unity 3 which blends fluently from lightmap to realtime lights
photoshop can open it, a few others too.
but the “it looks great” aspect of it suffers, quite a bit, if you lose the hdr image and the hdr capable rendering pipeline that makes the the overexposure possible at all.
But you can naturally none the less use them given you are able to convert the textures in a way which still lets them be usable
I was thinking more about this issue, when you generate the light maps in Unity 3 - unity assigns a second UV channel to the model right? If this Chanel is stored on the .FBX file its self and not a second file then I can just drag and drop the light mapped objects in to the older version project right?
As for the lightmaps, I can convert them to .JPG or .psd files to use in the older Unity.
I do not believe I will need to use light blending.
Any thoughts on this idea?
Cheers and thank you again.
T~
I made a test model in MAYA and imported it into unity 3 b4. ON the .fbx importer I checked “generate light map UV”. I would assume that this generates a second UV channel on the .FBX model its self - however if I open the model in Maya again, their is only 1 uv Chanel still.
Is the Lightmap UV data being stored in unity in the scene file some place? I think it is…