3DS files cant support 2UV sets, so cant be lightmapped on the way like B3D file..but as I'm mention above, you can make them lightmapped on the way I mention early...you can apply lightmap on to 3DS file, or X file on this way..
Graphics3D 800,600,32,2
camera=CreateCamera()
Textured_Mesh=LoadAnimMesh("level.3ds")
litemap_mesh=LoadAnimMesh("lightmap.3ds")
t=LoadTexture("lightmap.bmp")
MapVertices(Textured_Mesh,litemap_mesh,t)
FreeEntity litemap_mesh
FreeTexture t
MoveEntity camera,0,200,-500
PointEntity camera,Textured_Mesh
While Not KeyHit(1)
TurnEntity Textured_Mesh,0,0.1,0
UpdateWorld
RenderWorld
Flip
Wend
End
;=====================
Function MapVertices(model,copy,texture)
For n=1 To CountSurfaces(model)
surf=GetSurface(model,n)
Next
For n=1 To CountSurfaces(model)
surf=GetSurface(model,n)
lsurf=GetSurface(copy,n)
For v=0 To CountVertices(surf)-1
tu#=VertexU#(lsurf,v)
tv#=VertexV#(lsurf,v)
tw#=VertexW#(lsurf,v)
VertexTexCoords surf,v,tu,tv,tw,1
Next
Next
TextureCoords texture,1
EntityTexture model,texture,0,1
For e=1 To CountChildren(Model)
limb=GetChild(model,e)
limb2=GetChild(copy,e)
MapVertices(limb,limb2,texture)
Next
End Function
where is Textured_Mesh your 3DS level textured with difuse textures on to it, LITEMAP_MESH is same mesh as Textured_Mesh, except lightmap texture is applied on to it without any other texture...and T is lightmap texture...what is important here is that lightmapped level (LITEMAP_MESH) MUST BE same geometry as Textured_Mesh...thats all..this things working properly if you exporet geometry on proper way..enjoy
Graphics3D 800,600,32,2
camera=CreateCamera()
Textured_Mesh=LoadAnimMesh("level.3ds")
litemap_mesh=LoadAnimMesh("lightmap.3ds")
t=LoadTexture("lightmap.bmp")
MapVertices(Textured_Mesh,litemap_mesh,t)
FreeEntity litemap_mesh
FreeTexture t
MoveEntity camera,0,200,-500
PointEntity camera,Textured_Mesh
While Not KeyHit(1)
TurnEntity Textured_Mesh,0,0.1,0
UpdateWorld
RenderWorld
Flip
Wend
End
;=====================
Function MapVertices(model,copy,texture)
For n=1 To CountSurfaces(model)
surf=GetSurface(model,n)
Next
For n=1 To CountSurfaces(model)
surf=GetSurface(model,n)
lsurf=GetSurface(copy,n)
For v=0 To CountVertices(surf)-1
tu#=VertexU#(lsurf,v)
tv#=VertexV#(lsurf,v)
tw#=VertexW#(lsurf,v)
VertexTexCoords surf,v,tu,tv,tw,1
Next
Next
TextureCoords texture,1
EntityTexture model,texture,0,1
For e=1 To CountChildren(Model)
limb=GetChild(model,e)
limb2=GetChild(copy,e)
MapVertices(limb,limb2,texture)
Next
End Function
where is Textured_Mesh your 3DS level textured with difuse textures on to it, LITEMAP_MESH is same mesh as Textured_Mesh, except lightmap texture is applied on to it without any other texture...and T is lightmap texture...what is important here is that lightmapped level (LITEMAP_MESH) MUST BE same geometry as Textured_Mesh...thats all..this things working properly if you exporet geometry on proper way..enjoy