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Lightmap Renderer Borked - Not the Python Issue.


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#1
Seanzor

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I've encourntered the following issue with the lightmap rendering:

I'm screwing around on a 32x32, 4-chunk outdoor area (which is perfectly enclosed as an exportable area - 2x2x1 in size, originating at 0,0), and yet, when I render the lighting, I'm only having the ambient sunlight render on the 1,1 chunk.

I've fiddled with the lightmap texture size, trying values of 16,32, and 64, (all of which reproduce the above), and a value of 128, (which returned a janky lightmap which had shadows covering most of the map save for seemingly random small spots of light).

My goal is, of course, to have the sunlight render on all four chunks, not just the 1,1 chunk, but for whatever reason, the thing doesn't want to do this.  Any ideas as to what is causing this issue?

In case it matters, the full log from the lightmap rendering is included below:

I: 20:32:08 - The ERF has been updated. Please re-save the level.I: 20:32:08 - Checking for new files on 'C:\\Users\\SEANCH~1\\AppData\\Local\\Temp\\DALightmap\\tstlght\\CombinedMaps\\'I: 20:32:08 - Checking for new files on 'C:\\Users\\Sean Chappell\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\tstlght\\Textures\\'I: 20:32:06 - Successfully submitted lightmap job.I: 20:32:06 - Submiting jobs to lightmapper took 2 seconds.I: 20:32:06 - no FESL allocator definedI: 20:32:06 - Lightmapper script completed successfully.I: 20:32:05 - Processing shadow map job C:\\Users\\SEANCH~1\\AppData\\Local\\Temp\\DALightmap\\tstlght\\C6130F1E-6CF3-45CE-BA00-007D8E97E4CF\\job_sm0.xml ...I: 20:32:05 - Processing ambient occlusion job C:\\Users\\SEANCH~1\\AppData\\Local\\Temp\\DALightmap\\tstlght\\C6130F1E-6CF3-45CE-BA00-007D8E97E4CF\\job_ao0.xml ...I: 20:32:05 - Processing lightmap job C:\\Users\\SEANCH~1\\AppData\\Local\\Temp\\DALightmap\\tstlght\\C6130F1E-6CF3-45CE-BA00-007D8E97E4CF\\job_lm0.xml ...I: 20:32:05 - Running lightmapper script.W: 20:32:04 - No baked lights. Renderer will use default gray light for diffuse.I: 20:32:03 - Submiting jobs to lightmapper took 11 seconds.I: 20:32:03 - no FESL allocator definedI: 20:32:03 - Lightmapper script completed successfully.I: 20:32:01 - Processing shadow map job C:\\Users\\SEANCH~1\\AppData\\Local\\Temp\\DALightmap\\tstlght\\DF3863C4-B013-47BD-AC80-C78451A679B7\\job_sm0.xml ...I: 20:31:55 - Processing ambient occlusion job C:\\Users\\SEANCH~1\\AppData\\Local\\Temp\\DALightmap\\tstlght\\DF3863C4-B013-47BD-AC80-C78451A679B7\\job_ao0.xml ...I: 20:31:53 - Processing lightmap job C:\\Users\\SEANCH~1\\AppData\\Local\\Temp\\DALightmap\\tstlght\\DF3863C4-B013-47BD-AC80-C78451A679B7\\job_lm0.xml ...I: 20:31:53 - Running lightmapper script.W: 20:31:52 - No baked lights. Renderer will use default gray light for diffuse.

Edit: Stupid formatting.

Modifié par Seanzor, 09 novembre 2009 - 04:41 .


#2
akaliel

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I can't get ambient sunlight at all. I can drop a light and make it baked ambient, but that doesn't have the effect i want.

How did u do this?

Modifié par akaliel, 09 novembre 2009 - 04:39 .


#3
Seanzor

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I am getting the properties of the "Layout Sunlight" category (for Area Properties) to apply, but it is only applying to chunk 1,1. I don't recall doing anything special to get this to happen, other than solving for the python error, but at least we're in the same boat in that the lightmap rendering is simply not working as intended.

Modifié par Seanzor, 09 novembre 2009 - 04:43 .


#4
akaliel

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Did you add any lights other than the what you've done with the Area Properties?

#5
Seanzor

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I had added a static light point, which is in grid 1,1 - but already tested for that. I deleted it, re-rendered the lightmap, and still had the ambient light in that grid only (sans the little pink light from the static light source).






#6
akaliel

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Just to cover the dumb question but u did press Define Area and stretch the green box to all 4 chunks, right?

#7
Seanzor

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Yes - that green box just auto-defines the numeric values for Cell Position and Cell Size under "Terrain Setup".

#8
akaliel

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Oh is that what it does? I was wondering why it was necessary to only create an area with a "quad" of the level. Good, b/c that wasn't working for me and now I know why. Well then, you're still a step ahead of me, I can't get any chunk to display ambient light. Although adding a new Light and making it baked ambient did illuminate the whole area. But there was no water. Which goes right back to the lightmap. It's not working right or we're all doing something wrong.

Modifié par akaliel, 09 novembre 2009 - 05:01 .


#9
Seanzor

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Well running with a lightmap texture size of 128 is now simply producing the same issue of light only being in one chunk, instead of being totally screwy, which is some comfort, as I think it needs to be 128 for a 2x2 grid to begin with. Still no idea why I'm getting nothing in the other 3 grids. Gonna retire on this tonight and see if there's any new information tomorrow.

#10
akaliel

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I'll try 128 and see if I can get any of it to light up. did u change anything else in the area layout options?

#11
akaliel

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Nope, everything is completely dark for me. I tried 128 for both the standard setting and the Vista one. Although I'm using Windows 7.

#12
johnbgardner

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You know, it's sounding as if you have to define an ambient light source for each chunk. Playing with the texture size is probably not the answer, I'd leave at the default. Ambient, at least to me, means equally bright throughout an area, as opposed to a point light source which decreases in intensity as the square of the distance from the source. I'd try copying that ambient light to all four chunks and see how it looks. At the very least, create one more on another chunk and see what happens.

#13
hunharibo

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I am having the same issue. My terrain is made up by 2x2 chunks. I only have a single ambient light in the scene. The entire scene is lighted OK, but the 0,0 chunk is lighted twice (or somehow much brighter). On top of that i cant get water to show.

#14
Mersozz Yelo

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I'm having the same issue....created a 2 x 2 test area, and only getting one of the four squares properly lit (that would be "sector ID 0").

Modifié par Mersozz Yelo, 20 novembre 2009 - 04:40 .


#15
Mersozz Yelo

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Can anyone explain the "checkerboard" effect that occurs after the lightmap is rendered? If this is resolved/detailed elsewhere, please provide link. Thanks!