Page 2 of 2 FirstFirst 1 2
Results 11 to 15 of 15

Thread: Exporting to .ASS

  1. #11
    General Spelunker kusanagikei's Avatar
    Join Date
    Jun 2007
    Location
    Fremont CA
    Posts
    11

    Re: Exporting to .ASS

    Quote Originally Posted by SuperSunny View Post
    Lightmaps beb, gotta make em
    So basically, while I've already found many flaws in the tutorial, I have to make lightmaps prior to comiling the level and inserting spawn points and objects? Now I'm starting to wonder if that tutorial they included was even worth the effor of following.
    Reply With Quote

  2. #12

    Re: Exporting to .ASS

    Quote Originally Posted by kusanagikei View Post
    So basically, while I've already found many flaws in the tutorial, I have to make lightmaps prior to comiling the level and inserting spawn points and objects? Now I'm starting to wonder if that tutorial they included was even worth the effor of following.
    Indeed! Or select examples instead (reference your structure in Guerilla to the example lightmaps BSP file.) for quick placement.
    Reply With Quote

  3. #13
    Senior Member DaaxGhost's Avatar
    Join Date
    May 2007
    Posts
    595

    Re: Exporting to .ASS

    I exported it lightmaps went fine for mine, but the materials were all black.
    Reply With Quote

  4. #14
    General Spelunker kusanagikei's Avatar
    Join Date
    Jun 2007
    Location
    Fremont CA
    Posts
    11

    Re: Exporting to .ASS

    Quote Originally Posted by SuperSunny View Post
    Indeed! Or select examples instead (reference your structure in Guerilla to the example lightmaps BSP file.) for quick placement.
    Ok so just to confirm. From a max file you take it to .ass, then compile the level, then open in Guerilla and add lightmaps, then take to sapien. Let me know if that's out of order in any way.
    Last edited by kusanagikei; June 19th, 2007 at 06:09 PM. Reason: typo
    Reply With Quote

  5. #15

    Re: Exporting to .ASS

    Quote Originally Posted by kusanagikei View Post
    Ok so just to confirm. From a max file you take it to .ass, then compile the level, then open in Guerilla and add lightmaps, then take to sapien. Let me know if that's out of order in any way.
    Close enough. If you want to compile your own lightmaps instead of using examples to see your finished product then the Guerilla part can be skipped!

    But to use another lightmap to test, yep, you got it!
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (0 members and 3 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •