I keep getting the infamous black triangles whenever I use the model tvi_brkhalla_c_0. Clearing out the lightmap(s) and re-lightmapping doesn't fix it. Is anyone else having this problem?
model tvi_brkhalla_c_0
Débuté par
Karma
, juil. 27 2010 06:58
#1
Posté 27 juillet 2010 - 06:58
#2
Posté 28 juillet 2010 - 12:31
Had a look at it. Not positive i got all the glitches out but fixed version of the mesh was included in the fixes project: http://social.biowar...m/project/2637/
because the UV maps are slightly changed in couple spots compared to default model, you might need to include this mesh with your level so whoever plays it on their computer doesn't witness some oddities... though it may look good enough without it too, i didn't really check.
because the UV maps are slightly changed in couple spots compared to default model, you might need to include this mesh with your level so whoever plays it on their computer doesn't witness some oddities... though it may look good enough without it too, i didn't really check.
#3
Posté 28 juillet 2010 - 12:38
out of interest, are these glitches because of a bad UV channel unwrap for lightmapping? overlap? outside wrap-space? or whats the deal? just curious here...
#4
Posté 28 juillet 2010 - 12:55
Depending on the mesh it's randomg combination of these factors. It's not really consistent, and for this particular model i couldn't even notice anything wrong about it in the troublesome areas -- there was no overlapping UVs or anything like this there. I've just re-created polygons using mostly the same vertices even, and re-exported model appears to work, go figure.
#5
Posté 28 juillet 2010 - 10:24
okay... useful to know, thanks.
#6
Posté 28 juillet 2010 - 02:29
It worked beautifully. Thank you!
#7
Posté 28 juillet 2010 - 04:15
This model has overlapped faces in the lightmap channel. I think that without a doubt this is 100% the case with any.
#8
Posté 28 juillet 2010 - 05:35
The overlapped faces are there simply because the model is split into 3 separate surfaces, and each surface gets its own lightmap (well, technically two of them do, one isn't textured at all) There's no overlaps on individual maps.
edit: though it's possible there's overlaps on the individual maps which don't show up in my 3d program because it handles these things somewhat different from 3ds max, hard for me to say.
edit: though it's possible there's overlaps on the individual maps which don't show up in my 3d program because it handles these things somewhat different from 3ds max, hard for me to say.
Modifié par tmp7704, 28 juillet 2010 - 05:37 .
#9
Posté 28 juillet 2010 - 09:47
Ive looked yes and its overlapping in micro tiny space. I believe that is enough to it. Or UV borders which are on top of each other ,or faces which are flat in UV space. Quiet like borderline overlapping, and on a model i tried some time ago even this caused problems. More or less visible thou depends on size. =/
#10
Posté 28 juillet 2010 - 10:31
There are 3 causes, overlapping faces, degenerate triangles (triangles with 0 area), and coordinates not clamped to [0,1]. It is impossible to see degenerate triangles just by looking at the map, you have to do some searching to find those.
I would quite like to know how these models got into the game like this. Presumably they have been lightmapped before so these issues must have been solved at some point.
I would quite like to know how these models got into the game like this. Presumably they have been lightmapped before so these issues must have been solved at some point.
#11
Posté 29 juillet 2010 - 02:25
No idea. I did a quick check to see if it is alone. I got 2 small and simple objects which appeared fine. But the 3rd out of random was more complex, and had few problems like that. I assume there are many more models like this.
And yep i mean degenerate triangles, new term for me ^^. This model has a few dozen of that too much to count.
And yep i mean degenerate triangles, new term for me ^^. This model has a few dozen of that too much to count.





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