My experiments with lightmapping that will hopefully be finished soon.
Right now the editor supports RGBA values for each light and a falloff value. I want to add support for multiple equations for falloff, such as inverse square, etc. There's more to be added later, such as proper anti-aliasing, support for custom resolution lightmaps (Right now it's half resolution of a Graal level, which is 512x512), but whatever!
Here's a video showing the editor and lightmap compiling.
Note: I clipped the compiling time. It took 19 seconds in that instance (The compiler's not optimized at
all at the moment.) and the editing time was sped up by a factor of two. Also, the software I was using to record raped my video. It's 8-bit =(
When you click render, it does the proper calculations and bakes the lights into two PNG files; a colored light map, and a shadowmap, saved as levelName_lightmap.png and levelName_shadowmap.png. Lights blend correctly with one another as well.
Also, I can't release this until V6 is released, as I need to use the requesturlfromgamefile function for this to work 100% properly. That function isn't available in the V5 client.
umm to-do list:
1) More falloff equations.
2) Spotlights.
3) Custom resolution lightmaps.
4) Fake walls in the editor, and likewise ignoring walls.
Oh, if anyone wants this, PM me, I guess.