Aller au contenu

Photo

fne_smwall_02: another model with a lightmap glitch


  • Veuillez vous connecter pour répondre
22 réponses à ce sujet

#1
Talisander

Talisander
  • Members
  • 173 messages
Hey guys,

I'm wondering if anyone has made a fixed version of fne_smwall02.msh?  I've got tmp7704's awesome fix for fne_smwall01.msh, but the other wall piece in the tileset seems to have a problem as well.  I get two thick black lines in the upper left part of one of the wall's faces every time I lightmap it.  Would be awesome to be able to use this model, as there aren't many nice simple low stone walls like this in the game.

I know tmp fixed the other msh by "flipping some polys."  Unfortunately my grasp on what that actually means is vague indeed, how one actually goes about flipping polygons and whatnot, so I'm hoping someone else with a couple of skill points invested in Blender or gmax will also want this fixed.


Here's the thread about the other model, if someone wants a... more technical explanation:

http://social.biowar...4/index/2337657


Of course, I'm assuming the problem is the same... it might not be.

Thanks for reading,

Alex

Modifié par Talisander, 02 juillet 2010 - 06:11 .


#2
-Semper-

-Semper-
  • Members
  • 2 256 messages
there are no flipped polygons. for quick fix you could just turn the piece in 180° - the other side will be mapped correctly. at least that's a solution if the player will only one side of the wall.



i check the uv maps.

#3
Talisander

Talisander
  • Members
  • 173 messages
Right, I'm currently only using it in places where you see one side of the wall. Or I'm putting barrels or sacks in front of it. It would be really nice to use as a wall you can put in the middle of levels, though, as not many of the simple walls are naturally two-sided like that one.



Thanks for checking the polygons, Semper!

#4
tmp7704

tmp7704
  • Members
  • 11 156 messages
Could you post a screenshot which shows what the problem looks like? Can't promise anything but may try to rebuild this one and see if this helps, if i know which part to pay attention to, that is...

edit: had a look at it and i think i know what the issue is -- the UV map which stores the lightmap has couple polygons in that area which don't get proper mapping (the triangle is degenerated to the point it becomes just a line)

I've included corrected version in the fne_smwall project. Could you download it and verify if it fixes the issue you're experiencing?

Modifié par tmp7704, 02 juillet 2010 - 04:13 .


#5
-Semper-

-Semper-
  • Members
  • 2 256 messages
yup, that works. big thx for this fix ;)
you are wrapping uv maps pretty fast and clean. which program do you use and is there some form of automatism?

i guess it's just practice^^ damn, i lack in texturing :D

Modifié par -Semper-, 02 juillet 2010 - 06:32 .


#6
ChewyGumball

ChewyGumball
  • Members
  • 282 messages
3dsmax (and almost all 3d packages) has an auto unwrapper. For light maps you don't need any particular arrangement other than no overlapping faces so the automated process works well.

#7
tmp7704

tmp7704
  • Members
  • 11 156 messages
Aye, what ChewyGumball said. In addition, most of the map was already done in proper manner, it was just matter of moving literally two vertices so the degenerated triangles would become something the lightmapper can handle.

#8
FergusM

FergusM
  • Members
  • 460 messages
Hey, while we're on the topic, there is a third model, fne_slmwall_02_0 (very similar name, note the l :P) which has this same issue.

#9
Talisander

Talisander
  • Members
  • 173 messages
Wow, thanks so much tmp :)

And you already had a spot reserved in the credits of my game before you did this (using a lot of your other fixes/alternative textures).

Modifié par Talisander, 03 juillet 2010 - 01:46 .


#10
tmp7704

tmp7704
  • Members
  • 11 156 messages

FergusM wrote...

Hey, while we're on the topic, there is a third model, fne_slmwall_02_0 (very similar name, note the l :P) which has this same issue.

I had a look at this one but it's pretty messed up in a few places and it's hard to tell which parts are actually causing issues. Any chance for a screenshot to show what is too hard to handle for the lightmapper?

#11
-Semper-

-Semper-
  • Members
  • 2 256 messages
that was a tough one. i've redone all the uvmaps and now it looks cleaned up. i have also added tmp's fixes. so maybe he could download and add it to his project.

wallfix download

Posted Image

Modifié par -Semper-, 03 juillet 2010 - 12:16 .


#12
tmp7704

tmp7704
  • Members
  • 11 156 messages
Heh, i'm lazy so i just redid the geometry parts which seemed like they could be causing trouble. That sorted out the conflicting UV map areas but i don't know if it actually fixed whatever issue the original had (one day i'll have to actually set up the lightmapper and whatnot)



-Semper- if it's ok i'll add your version to the project as the alternative version?

#13
-Semper-

-Semper-
  • Members
  • 2 256 messages
for sure, give it a go - i've also edited the geometry. and now i am flipping some back because of tiny polygon errors. damn, these walls are pretty ****ed up :D

#14
Talisander

Talisander
  • Members
  • 173 messages
:-D you guys are awesome

#15
FergusM

FergusM
  • Members
  • 460 messages
Cheers, fellas.

#16
AmstradHero

AmstradHero
  • Members
  • 1 239 messages
I hate to ask... but it seems I've hit upon a few more meshes that are causing this issue:

fca_floor02_0 and fca_floor01_0.

Would it be possible for one of you magnificently magnanimous people to find time to fix these two as well?

I'm afraid I don't have much skill in the way of mesh editing, so I can't really fix this myself. I'm really scratching my head at some of the things we've been given by BioWare as part of the toolset. Don't get me wrong, I'm immensely grateful that we have it at all, but there seem to be some fairly glaring mistakes and errors with the materials we've been provided.

#17
FergusM

FergusM
  • Members
  • 460 messages

AmstradHero wrote...
I'm really scratching my head at some of the things we've been given by BioWare as part of the toolset. Don't get me wrong, I'm immensely grateful that we have it at all, but there seem to be some fairly glaring mistakes and errors with the materials we've been provided.


A lot of it has to do with things not being the same in a workplace vs end-user development.

In this case, the problem is with the lightmapper, EclipseRay, which is a modified version of an open-source lightmapper Yafray. The lightmapper Bioware used was likely licensed, and thus couldn't be distributed to the public. So EclipseRay has random errors here and there because it wasn't actually used in the development of the game.

#18
tmp7704

tmp7704
  • Members
  • 11 156 messages
Yes; to be more exact, whatever commercial lightmapper BioWare is using seems to be more capable when it comes to handling various errors and glitches in meshes used to build the levels. As such, the artists who made these pieces are likely unaware these glitches exist in the first place, they only become apparent when thrown at less flexible rendering engine.



About these (new) broken pieces i'll try to take a look at them later.

#19
-Semper-

-Semper-
  • Members
  • 2 256 messages
but you also have to say that the original meshes are badly modeled. lots of triangulate errors and badly flipped polygons. sometimes it seems that the the models were created by an external studio to save some money.

#20
Proleric

Proleric
  • Members
  • 2 343 messages
We are where we are, whatever the reason. The hard work you guys are putting into this is fantastic. Thank you.

#21
tmp7704

tmp7704
  • Members
  • 11 156 messages
Added fixed versions of the floor meshes to the project file. Got the lightmapper running since the last post so as far as i can tell they should render now properly...

#22
-Semper-

-Semper-
  • Members
  • 2 256 messages
thx a lot ;)

#23
AmstradHero

AmstradHero
  • Members
  • 1 239 messages
A champion effort my friend. I love your work!