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Further problems with model lightmaps


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4 réponses à ce sujet

#1
FergusM

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There have been a couple of models which community members have fixed because they don't lightmap properly with EclipseRay. I have a few more that I think are broken and I could use a fix.

The worst is prp_barrelstd_01_0 . The barrel has two metal bands around it, dividing it into three sections. The top section has lighting totally inconsistent with the rest of the model; i.e. the top is really bright no matter what the level of lighting is.


The other ones are less obviously 'broken', but I feel they're still problematic. Basically the problem is that they're too bright and don't seem to pay attention to the level of lighting around them. They dim a little with lightmaps on, but they're noticeably way brighter than everything around them, and look more or less the same in sun or in shadow. These include:

plc_roundtable01_0
plc_wine_rack_0
plc_wpnstand_03_0
plc_brrl_wpn_0

I'd appreciate any help with this.

#2
0x30A88

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Barrels are usually put in through the area editor. Roundtable is perfect here... try cut the ceiling on your room and render lightmaps again.... (worked in my other thread - take a look on the screenshot there to see if it is similiar to my problem)

#3
DarthParametric

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All of those are placeables and are meant for the area editor as they are interactive. If you want static models for the level editor then you need to use props (prp_*).

#4
FergusM

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Alright, I will try swapping them out with the prp_ versions. A lot of other plc_ s lightmap okay though, so it's sort of strange to me. I understand the distinction though.

prp_barrelstd_01_0 is definitely broken though.

Modifié par FergusM, 16 octobre 2010 - 08:37 .


#5
tmp7704

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edit: actually wait, i'm getting the "missing lightmaps on one or more parts" with it.

edit2: checking further, this piece is really badly done -- it's composed of multiple parts which means it uses 3 lightmaps per barrel, and that's just... ugh. In addition it seems the .met file may be either broken or the lightmapper simply cannot handle this item.

There's few items like this, at least some of the regular "barrel" props which end with _0_0 in name are affected too.

All things considered you're probably better off using prp_barrelX_0 items, they are single piece and use single lightmap as well, meaning they're more friendly as far as memory usage for the level and such goes.

Modifié par tmp7704, 16 octobre 2010 - 10:32 .