PuG wrote:
Is their anychance on releasing or lending the shader for some testing
. One of the content packs has an AO pass, but im not sure if the supplied GEO has the second UV channel exported.
Looking good.
http://www.britishindie.com/video/aomaze.zipIf you get that zip, it should have the test level (in max and collada format), the model.shader file with the F06 shader switch plus materials and textures to load the mesh.
Note: If you run the collada file through collada conv again, it will change the material file name. I hand-edited the grey material one (and the scene) because I hate the names the max file uses when it exports into collada. Call me obsessive if you like
Let me know if you need anything else. Basically, all you need is to make sure the lightmap is baked into channel 2. Thinking about it, I could add support for the alpha channel in the shader so I could fade the edges of any lightmaps in my tiles! (Sorry, just thinking to myself, my world is made up of a grid of mesh tiles and I did a test tile but when putting multiples of it on a grid, the lighting at the edges of the tiles looked wierd.