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Black spots?


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15 réponses à ce sujet

#1
AmstradHero

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Now, I'm sure there was a solution to this problem:
Posted Image
The problem being the horrible black dots there that should not exist.

There's a post here about BioSpirit's lightmap processor, of which I had a copy, but I'm running 64bit Win7, so it wouldn't actually work on my computer (and BioSpirit indicated that was a known issue).  Is there any way I can get of those horrible spots?

#2
Kilrogg_

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You shouldnt really be getting black spots on terrain itself, I think that was a problem with an old version of the lightmapper. I don't get black spots in either of my 3 exterior levels and some are very large, I do get purple/blue spots though but they aren't as opaque.

Generally I find that the more you render lightmaps and post on top of existing lightmaps and posts, the more artifacts you'll get, so its good to do it from scratch.

Couple things to try:

1) Make sure you have a light probe in the level
2) Do a Windows search in Documents/Bioware/Dragon Age for the name of your level layout file (the .arl, NOT the .lvl). Basically whatever you put in 'layout file name' in the level editor.
3) Delete all the FOLDERS that come up that match the search results. BE CAREFUL when doing this especially if your .lvl file is named the same. I name my .lvl files something different than my layout name for this reason, and you may want to back it up before doing this.
4) Delete the DALightmap folder in /AppData/Local/Temp
5) Open the toolset again, render lightmaps from scratch and do all local posts.

If that doesn't fix it, try changing the tesselation of the terrain mesh on the areas that have black spots. I have had problems before where some terrain mesh triangles would be black, but this doesnt seem to be your problem (looks like lightmaps). Still worth a try.

Modifié par Kilrogg_, 06 juin 2010 - 06:39 .


#3
mikemike37

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theres always the last resort... painting them out - but kilroggs suggestions above look good to try before resorting to that.

#4
-Semper-

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those black spots are a known bug of the lightmapper and normally appear at the borders of tesselated meshes. this has nothing to do with outdated lightmapper because also the newest one suffers from this. in the most cases redoing your lightmaps wont clear them. your only chance is to tesselate this areas and push those black suckers around into a invisible area. or you could also place a model on top of those spots - like a stone in combination of trees and grass. last thing you could do is manually rework your lightmap textures (my documents/bioware/dragon age/toolset/lvlworkspace/lightmaps/area layout name).

Modifié par -Semper-, 06 juin 2010 - 10:58 .

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#5
AmstradHero

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Thanks for the pointers, all!

In this screenshot, I'm actually cheating a little - I'm just modifying a level layout from the single player campaign (and yes, I renamed the exportable area). I'm assuming the lightmapper we have isn't the one BioWare used... I didn't make any changes to the area where these spots are appearing.

Playing with the tesselation level is definitely affecting the spots. I managed to eliminate almost all of them by increasing the tesselation to maximum (3rd level), but there's one that's just being moved to wherever the boundary is between the 2nd and 3rd tesselation level. (red and blue)

I did previously try opening up the dds files, but I couldn't see how they matched to what I seeing in the shadows on the level. I deduced that it was <layoutname>_x_y_000.dds files that I wanted to edit.

Also, I'm just guessing here, but in terms of saving the DDS files again, we're using a 8bpp format with an alpha channel (DXT5, I think?) and no mip-maps?

#6
-Semper-

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you can play around with dxt3 or dxt5. i would use dxt3 because of the not interpolated alpha channel. lightmap textures do not use mip mapping.



as to find the right texture: that's a complicated call :D you could only browse through the various textures and search for the spots. if you find them you could easily get rid of them with your favourite painting program. this should be the last option and also the last step to finish your level. if you're redoing the rendering process all textures will be replaced and your work is gone.

#7
ITSSEXYTIME

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So the only way to really get rid of them is to manually edit them out of the textures after compiling?



Seems simple enough I guess.

#8
-Semper-

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seems like you have never opened your baked lightmap textures^^

#9
ITSSEXYTIME

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-Semper- wrote...

seems like you have never opened your baked lightmap textures^^


Haha true, it could be some convoluted mess for all I know.

#10
AmstradHero

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Having opened and tried to manually edit the lightmap textures, I'd recommend just increasing the mesh density when you get the black spots or cover them with placeables. I couldn't really see a correlation between the textures and the black spots, so that was the easiest way to work for me.

Plus, I'm a perfectionist, and there's always a chance that I'll spot some small thing while I'm playtesting the mod itself that I "MUST FIX" because it "doesn't look organic enough" and have to rebuild lighting.

#11
LukaCrosszeria

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-Semper- wrote...

seems like you have never opened your baked lightmap textures^^


After having black spots turn up on my outdoor level and trying the methods in this thread, I gave up for a good long while, then today I had a go at the dds files. They're all purple/blueish. I'll have to pass on that :D

Modifié par LukaCrosszeria, 22 août 2011 - 09:50 .


#12
LukaCrosszeria

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Sorry to revive this thread again, but all the outdoor areas I created for my new mod are rampant with black triangles, some so big I can't hide them under placeables. I don't want to have to use the game's premade levels for my entire campaign because of this.

I've tried increasing tesselation, retexturing, deleting all the files in the temporary folder and rendering the lightmaps and lightprobs in single player mode.

There's only two things left to try:
- increasing the mesh density
- manually edit them out of the texture: my whole level is finished, so I don't have to repost anything, but how do I go about this? When I opened the dds files, they all loooked purplish/blue ><

#13
Obadiah

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No idea. In my levels increasing the tesselation and using the smooth got rid of most of them. For the rest - I just hid them under stones and trees myself. Not the best solution.

Modifié par Obadiah, 05 septembre 2011 - 03:04 .


#14
LukaCrosszeria

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Thanks for the reply, Obadiah. I'm afraid I can't hide them under placeables, they're too big *_* And sometimes it just doesn't make sense for a rock to be there :P

#15
Obadiah

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For the BIG ones, are they in the distance or up close?

#16
LukaCrosszeria

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They're up close, alas. I don't know how to do away with them, I thought I'd try manually editing the DDS files in photoshop, but they look weird >< They're all purple.