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Another Retextured Prop Problem with Lightmaps (The plot thickens!)


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#1
Talisander

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Ok, so mikemike and semper helped me immensely in figuring out how to get the toolset to lightmap new static models in the level editor (models where the only thing that's changed is that I've copied the originals, renamed them, and made them point to a different .mao file, so I can use a different texture on them.)

Read about their heroism (and how they solved the problem) in this thread, here.

Semper's final solution, which I'm using, is the 19th post in the topic.

But there seems to be a complication!  Everything seemed to be working great using Semper's method, but then I tried a different model with exactly the same method, and I got error messages during lightmap rendering I hadn't gotten before.  And the offending model ended up with no lightmaps!

There errors I'm getting are:

W: 22:49:48 - Did not find: 'atr_wall_02_0.msh'  -- this is the error we decided we could ignore, since the model displays fine anyway.

and

I: 22:49:52 - Error: mesh file referenced in C:\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Users\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Alic\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\AppData\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Local\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Temp\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\DALightmap\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\houses3\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\F12E2D46-12EE-468F-ACF7-8E7DCD8CC01E\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\atr_wall_02_0.mmh does not exist in the directory.

This second error happens repeatedly, after each stage of lightmap rendering (lightmapping, occlusion, shadows...).


I actually know how to fix the first error -- if I just add a renamed  .msh file with the same name as my new .mmh and .met, that error goes a away.  The weird thing is, even the models that work get the first error.  But they don't get the second one.  And adding an .msh file doesn't do anything about the second error.



So I've tried the method on about eight models now, and some of them seem to work and some simply don't.

Here's a list:

fne_wall_03_0 -- works great
fne_door_02_0 -- works great

fne_wall_02_0 -- doesn't work
fne_twrdtl_01_0 -- doesn't work
fne_twrdst_02b_0 -- doesn't work
fne_twr_02_0 -- doesn't work
fne_door_03_0 -- doesn't work


My custom models are all renamed atr_ instead of fne_, but otherwise the filenames are the same.


Can anyone help?

Modifié par Talisander, 24 mai 2010 - 04:21 .


#2
ChewyGumball

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Some files simply were not given to us. There was a list a while back but I'm not sure if thats one of them or not.

#3
Talisander

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the .msh files are there and working, because the original models work with the lightmapper fine. It's only when I duplicate the .mmh and .met of a model, rename them, and then edit the .mmh so it points to a new material (in order to change the texture the model is using) that suddenly the .mmh file can't find the .msh file it used to point to. There's something in the lightmapper that looks for a .msh file named exactly the same thing as the .mmh file, and ignores the actual .msh file the .mmh is telling it to look for.

What's really messed up is that even if you also duplicate the .msh file, rename it to your new model name, and put it in the data folder along with the renamed .mmh, the second error still doesn't go away, the the lightmapping doesn't work.

Modifié par Talisander, 24 mai 2010 - 04:52 .


#4
mikemike37

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Can I suggest you just delete your houses3 folder entirely and see if that clears the problem?

Start > Run > "%TEMP%" (without quotes) > DALightmap > delete folder "houses3"

Also, While you're at it you may as well remove all your lightmap data to start "fresh"...

if youve NOT posted to local to check in-game, delete the following:
(path of your level file)\\LAYOUT.erf
(path of your level file)\\LAYOUT.bak.erf
My Documents\\BioWare\\Dragon Age\\Toolset\\LvlWorkspace\\lightmaps\\LAYOUT

if you HAVE posted to local, delete all the above and also:
My Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\LAYOUT
My Documents\\BioWare\\Dragon Age\\Toolset\\resourcepostintermediatewin32\\processed\\addins\\MODULE\\layouts\\win32\\layouts\\LAYOUT
My Documents\\BioWare\\Dragon Age\\Toolset\\resourcepostintermediatewin32\\processed\\addins\\MODULE\\layouts\\win32\\modelhierarchies\\LAYOUT
My Documents\\BioWare\\Dragon Age\\Toolset\\resourcepostintermediatewin32\\processed\\addins\\MODULE\\layouts\\win32\\textures\\dds\\LAYOUT
My Documents\\BioWare\\Dragon Age\\addins\\MODULE\\core\\override\\toolsetexport\\LAYOUT
If the problem persists, find the offending file, open it up and try and figure out what's what.

Here's one I opened earlier (copy address and open in new window for full size):
Posted Image

Modifié par mikemike37, 24 mai 2010 - 11:00 .