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Lightmappable custom props [solved]


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6 réponses à ce sujet

#1
mikemike37

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I'm wanting to make props which are lightmappable. I believe I've got the mmh, msh and meta set up correctly, but my missing link can be demonstrated using the sampler files.  I suppose my question is: assuming ive set up the mmh, msh and meta correctly, what OTHER steps are needed to get this to be lightmappable (currently i get Model 'prp_testnug1_0' is missing lightmaps on one or more parts)...?

Here are the steps I took to reproduce this problem with the sampler files (available from here) to rule out the possibility of having set up the mmh, msh or meta wrongly.

creating the mmh, msh and meta from the samplers (note material is unchanged, so we don't need to duplicate it)
[*]open prp_hangnug1_0.mmh.xml.meta - replace all instances of "hangnug" with "testnug"
[*]save as prp_testnug1_0.met (note the change of file extension). Save in preferred override folder.
[*]open prp_hangnug1_0.mmh.xml - replace all instances of "hangnug" with "testnug"
[*]process and place mmh and phy in preferred override folder.
[*]open prp_hangnug1_0.msh.xml - replace all instances of "hangnug" with "testnug"
[*]process and place msh in preferred override folder.

trying to lightmap them (and comparing them to the actual object)
[*]open the toolset[*]create a new level with a room
[*]place prp_testnug1_0 in the room
[*]place prp_hangnug1_0 in the room
[*]add an ambient light to the room (ensure this is dim for best comparison)
[*]hit render lightmaps
[*]toggle Display Lightmaps: On

result:
[*]prp_hangnug1_0 is illuminated correctly - dimly lit.
[*]prp_testnug1_0 is fully illuminated, (it has no lightmap value)
[*]warning generated in log:
W: 19:39:08 - Model 'prp_testnug1_0' is missing lightmaps on one or more parts.

If anyone knows a solution, please speak up, but I expect this may require a dev?

Modifié par mikemike37, 17 mai 2010 - 08:35 .

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#2
Eshme

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I think it will be easier if u hang on ,if you use gmax i have a exporter with which this works . Probabyl works for 3ds too. You just import the nug, and export again. Im not sure it is worth troubleshooting this renaming or?

#3
mikemike37

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im using chewys/your exporter and have been in discussion with chewy over this. we're both kinda stumped. is that what you meant?

What I'm trying to get at is I think it isnt the files themselves that are "faulty"... the lightmapping process seems to need something beyond those three files. If this were not the case then, the above steps on a known-to-work sample should work okay - which it doesnt? :(

Modifié par mikemike37, 15 mai 2010 - 10:49 .


#4
ChewyGumball

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This isn't a skeleton rig, its a placeable with no bones at all.

#5
TimelordDC

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I don't know if this helps but I have one of the standard props - prp_bttl_dbrs_0 - that I have in a level but I get the same error: W: 00:02:37 - Model 'prp_bttl_dbrs_0' is missing lightmaps on one or more parts. Other ones that I have that throw that error are c_wolfa_0 and prp_bttl_dbrs_01 (all other props in that level have correctly rendered lightmaps)

Maybe you can compare those props and other similar props that show lightmaps and figure out what is missing.

#6
mikemike37

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the c_wolfa is a creature so I guess thats why it has no lightmap, though the other two you mention ought to be lightmappable, I agree...?



unfortunately, I don't know what I'm looking for here... its as though it needs an entry in some kind of GDA that just adds it to a list of lightmappable objects or something... but I can find no such GDA, and i know the models im trying with are ordinarily lightmappable... what more do you want from me, toolset?!



its a puzzler. :)

#7
mikemike37

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okay, eshme's exporter seems to have this sorted. only done a simple test, but it seems to get it down. still puzzled why my above steps didnt work, but never mind!



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