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[Lightmap problem] - Black lozenge/square on fne_smwall_01 [SOLVED]


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#1
Kilrogg_

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EDIT: INSTRUCTIONS ON HOW TO FIX THIS PROBLEM:

1) Grab the fixed mesh (thanks tmp7704!) from here social.bioware.com/project/2637/
2) Close the toolset
3) Drop the mesh from Step 1 in your module's core/override folder
4) Boot the toolset and open your level
5) Render lightmaps. The lightmapper will use the fixed mesh instead of the base one.
6) ??
7) Profit!


ORIGINAL POST:
Hi everyone,

I'm having a bit of a problem with my lightmaps on a particular non-custom asset (fne_smwall_01, or at least i think that's what the name is).

As you can see in the screenshot below, there is a large black lozenge/square (depending on how you look at it ^_^) once I render the lightmaps. This happens on every single instance of that asset I use, regardless of lighting conditions in the vicinity (I tried putting a static or baked light near it to no avail).

I have searched the forums but haven't found anything, however I did see screenshots from another project that had the same issue, so it's not an isolated problem. I also tried to fix it using one of the community-created lightmap post-processors but I couldn't get it to work after following the instructions.

I've also rendered lightmaps/lightprobes and posted my level within the Single Player module but it did not fix it.

Any suggestions?

Thanks

Posted Image

Modifié par Kilrogg_, 29 avril 2010 - 05:25 .


#2
Awildawn

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 nice map.I already commented on this today but : http://social.biowar...sions#detailsIt helped me.:wizard:

#3
TimelordDC

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Don't have anything to add on the issue but that screenshot looks great!

#4
-Semper-

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are those static lights? if so try to use baked lights. maybe there are too many static lights within one chunk. this is known to cause black spots everywhere.

edit: sry, i i read you already tested this. did you change every single light to a baked one?

Modifié par -Semper-, 19 avril 2010 - 08:56 .


#5
Kilrogg_

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I'm 99% sure this happened before I put the very first light (other than the ambient) in my level.



I guess what I'll do is make a new level, put that asset in it and render lightmaps to see if I get the same problem with only sunlight.

#6
Kilrogg_

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I tried in a brand new level and get the same issue. I also got BioSpirit's lightmap post processor (linked in the first reply) to work on that test level, but the post processor crashes whenever I try to render my own level's lightmaps. I think it might just not like how many models I have in the level (it's a city scene).



Hrm =/

#7
Proleric

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Did your brand new level have the same name as the old one? I had exactly this problem with an fca tile until I deleted the old .erf (before remapping in SP, as you have already done).

#8
Kilrogg_

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Nope they had completely different names. I've also deleted everything in my toolsetexport and the Temp DALightmap folder and re-rendered everything but it didn't fix it.

I'm going to try rendering lightmaps on that asset on a completely different computer (Win 7 machine) and see if that fixes it. If that works then its either Vista, my installation of the toolset or the fact I have patch 1.03 that is screwing it up.

The fact this has not come up as an issue before is a bit surprising since the asset in question is used everywhere in the main game and is one of the more useful castle pieces.

Modifié par Kilrogg_, 20 avril 2010 - 02:02 .


#9
-Semper-

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you cant compare bioware's renderer with the one the community got. they're totally different. bio's is a industrial solution whereas ours is more the shareware bugged one :D

you could upload your level file so we could better help you.

k, i've tested this piece within the toolset and can confirm that the renderer got problems with overlapping polygons.
i've imported the mesh an there are flipped polygons where the black "texture" appears. i think flipping the polygons and redoing the uv should work... have to try this^^
maybe another version will kill this behaviour or someone could rewrite the python script or at least we could remodel the mesh.

Modifié par -Semper-, 20 avril 2010 - 04:49 .


#10
Kilrogg_

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Hmm interesting. I'm not much of a 3D guy so I don't think I could fix this myself, but if anyone wants to try it you'd pretty much save my level ;). No rush though I'm not going to be done any time soon :P.

#11
-Semper-

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to build my castle i've used a simple workaround to cover the big black square the mesh is suffering from. right now it's the only solution because the exporter for max isn't ready - in time it will be but if someone wants to release content this will help.

just use the fne_slmwall_01_0 in combination with fne_smwall_01_0 and group them for better handling. to cover the square flip around the fne_slmwall_01_0 and adjust it slightly.

Posted Image

sadly this only works for the square and not the little black triangle but it's better than nothing. ingame the little buggers are not that much noticeable.

Posted Image

maybe someone with blender knowledge could import the mesh, flip the polygons and export it with biospirit's exporter.

Modifié par -Semper-, 25 avril 2010 - 06:11 .


#12
Kilrogg_

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That's clever but unfortunately because of the way my level is built I wouldn't be able to do that everywhere (and I'd be scared of performance implications considering I'd have to duplicate close to 100 meshes.



Our mod is still a while off from release so I'm going to wait and see if someone can fix this via Blender.

#13
-Semper-

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there's also the option to tweak it manually. before export you could open the the lightmap texture which controls the shadows. you'll find it here:



my documents/bioware/dragon age/toolset/LVLworkspace/lightmaps/layout_name



there are the the textures of the chunks of your level. open them and search for the black spots. you will identify them easily :D



now only a bit of 2d art is needed. the rgb channel controls the color overlay of the shadow and the alpha channel defines where shadows are. its a "little bit" of work but manually tweaked things always look the best :P



after editing save your textures and reload the toolset. now the lightmap appears without black spots. beware: this should always be the last step finishing your level. if you recalculate your lightmap changes are gone.

#14
Kilrogg_

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I just tried that but there are way too many objects in my scene to tell which is which =[

#15
Kilrogg_

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If anyone would like to take a stab at fixing the flipped polys on that asset I would love you long time ;)

#16
tmp7704

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I had a look at that .msh piece but there didn't seem anything especially wrong about the way the UVs for the troublesome bits are laid out. (couple of polygons and UVs were overlapping but that's it) I've rebuilt these parts just in case and re-exported the .msh, you might want to check if it helps you any: http://social.biowar...ct_file_id=4173  but to be honest i wouldn't be surprised if there was no change (or worse)  If there's a problem it seems to be rather with the lightmap renderer.

#17
-Semper-

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as said i think the 2 flipped polys are causing this. btw: which exporter are you using? (blender?)

#18
tmp7704

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That would be weird though since these 'flipped' polys are simple triangles facing the other way. They don't have any degenerate UVs or anything like that and the triangles which are rendered black do face the same way all others do, as far as i can tell. In any case they're redone so maybe that'll help.



I'm using importer/exporter for Lightwave i'd written. It's pretty rudimentary but for basic tasks worked ok so far.

#19
-Semper-

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hmkay. in max i checked the polys and at the areas where the black spots are there are flipped ones. other models got also overlayed polys without errors in the lightmap so i discarded that idea :D

damn. i'm not used to lightwave^^

Modifié par -Semper-, 28 avril 2010 - 06:58 .


#20
tmp7704

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Ahh could be the Max importer handles the way to figure out which way the polygon is facing different way than my importer does (i use the order of vertices for that and calculate polygon normal on import from that, if the Max importer does something like use vertex normals from the .msh file instead then, well)

#21
-Semper-

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soon kilrogg will try out the new mesh^^ by then we will know more.

Modifié par -Semper-, 28 avril 2010 - 07:01 .


#22
Kilrogg_

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Woooo!

Posted Image

Thanks tmp, you've made my day :)

The best thing about this is I don't even have to manually replace my meshes in my level, I can just drop the fixed mesh in my override folder, render lightmaps and then get rid it :)

Going to edit my original post with the instructions on how to fix it in case other people have this problem.

#23
tmp7704

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Cool Posted Image  seeing it actually works i've made a proper project for that mesh fix, so it's hopefully easier for the builders to find: http://social.biowar...m/project/2637/  ... so if it's not too much problem perhaps it might be better to put link to this one instead..?

#24
TimelordDC

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Nice work. I'll definitely be using these. Thanks!

#25
FergusM

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I thought I was in for a long and ultimately fruitless quest to solve this issue, but here is the solution on the first page! Thanks a bunch.