by andylegate » Sun Jul 13, 2008 9:56 am
That doesn't always happen, and is not really important. What is important is that you save your lightmap if you are happy with it. It will be saved as a .tga file.
Go back where you saved it, and reload it while in UV Edit mode.
The steps to do this is really not that hard:
1) put the lighting in that you want to help make the light map.
2) select the object that you are making a light map for.
3) Make sure "Shadeless" is NOT turned on.
4) Uncheck ANY textures you have applied to the material.
5) Click on the little edit button, and under UV Mapping (where you have your first UV Map) click on "New"
6) Click on the 2 little boxes there on the new UV Map layer. Then rename the layer (like "Lightmap")
7) Make sure all faces of the object are selected
8) In the 3D window hit the U key to unwrap, and select either Smart Projectins (Blender 2.45) or Lightmap UVpack (Blender 2.46)
9) In the box that pops up, set the Island Margin to 0.1, then click on OK.
10) in the UV Editor Window, Selecet Image>New and pick what size you want (IE 256 x 256)
11) Hit F10 to call up the Render panel and click on "Bake"
12) after it's baked, immediatly go to the UV Editor window, and select Image>Save As and name the image you just rendered.
13) This part might seem redundant, but you MUST DO IT!!!! In the UV Editor Window, Select Image>Open and select the image you JUST SAVED!!!
14) Go back to your Materials panel. Put the check mark back in your Textures. Go to textures, and create a new image texture that is the image you just made.
15) Got back to the Materials panel, select the Map Input tab and select UV. In the UV box, type in the name of the UV layer that contains the light map you just made (type in the name you gave it in step 6)
16) Last step, go to the Map To tab and click on "Multiply"
That's it. That's all there is to it.