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More model lightmapping issues


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9 réponses à ce sujet

#1
AmstradHero

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After a lengthy period of level design, I finally got around to my first click of that "Render Lightmaps" button. However, I've found three new models which have issues with lightmapping. I am wondering whether any one of the wonderful 3d modellers we have would be able to look at the following three models.

They are che_largetop_0, tve_roof_03_0 and tve_lwall_01_0.

Each of those links to a screenshot to give an idea of what the problem actually looks like.  

I don't know how much effort would be required to fix these issues, but I would be incredibly grateful if one our magnificent modellers could look into them. You have no idea how thankful I would be.

I'd offer my undying love and affection in return, but I don't think that's really much a commodity in the current market :P

Modifié par AmstradHero, 18 août 2010 - 09:25 .


#2
DarthParametric

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I'm not sure how salvageable che_largetop_0 is without a complete retexture job. The UV map is an ungodly mess.

#3
AmstradHero

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Heh, and I thought it would probably be the easiest to fix. That said, it's possible to cover that one up with some judicious use of roof placeables, so it's probably less important for modders than the other two. No amount of placeables can cover up their issues.

#4
tmp7704

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Something about these tve_ models... it appears they come with two actual meshes, full detail one with _0 in filename and low detail with _1

The thing is, at least in level editor it seems the Toolset only ever shows lightmap for the level 0 mesh. Because layout of the map can be different on _1 model, this results in visual mess unless i specifically set the "Show High LOD" switch in object inspector for the model to "true".

Just curious if it means the Toolset skips rendering the lightmap for the _1 level model altogether, or is it only display glitch and things function normally in game?

#5
-Semper-

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i've done a fix for the largetop model. right now i got problems with uploading to a hoster oO

k, done: hotfile.com/dl/62964439/2d8c551/che_largetop_0.msh.html
as always: perhaps tmp7704 can integrate this to his meshfixes ;)

Posted Image

Modifié par -Semper-, 18 août 2010 - 02:56 .


#6
tmp7704

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Semper, i've added your version to the alternative file in the fix project, if that's ok.

Updated the main file to include these three meshes. The chantry one had some other issues on one of the roof parts so fixed these too while at it. Also a note, the chantry model is fairly large with some small details and the lightmap is very fragmented, so it benefits from increasing the lighmap resolution in object inspector, if you can afford it.

If there's any remaining issues, please let me know.

#7
-Semper-

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nm.

ps: you are always this fast^^

Modifié par -Semper-, 19 août 2010 - 02:58 .


#8
tmp7704

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Do the tve_ meshes look this way with the "Show High LOD" parameter for them set to "on", or "off"? It defaults to "off" and with it "off" i'm afraid there's no way of fixing that short of basically cloning the _0 mesh so the lightmap layout is the same -- it doesn't seem to be problem with mesh but rather with Toolset only rendering the level _0 lighmaps and using them on all meshes no matter if the mesh is level _0 or level _1.  That's why i asked earlier if the same issue happens in the game or if it's just Toolset specific.

If the "high level lod" switch is set to "on" then the game uses the high detail meshes, the lightmap layout matches the rendered lightmap and things appear ok, at least as far as i could tell.

Modifié par tmp7704, 18 août 2010 - 06:25 .


#9
-Semper-

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hmkay, now i get it :D

dunno if the game switches to the right light map but i doubt it. the map is baked and i think that's it. it's another bug at the long list^^

#10
AmstradHero

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Semper and tmp7704: You are both champions, good sirs! Thanks to your excellent work, both models are now working like a charm! You're unsung heroes of the modding community.