The models
prp_carpetr_l_0
prp_carpetg_l_0
prp_carpetb_l_0
which are basically the same models but retextured, all have this weird dark splotch in the corner when they are lightmapped. Here's three instances of the problem in different places, same splotch each time.
imgur.com/kdNsD.jpg
If anyone could fix these up, I'd greatly appreciate it.
Another model lightmap problem (honest!)
Débuté par
FergusM
, oct. 20 2010 10:00
#1
Posté 20 octobre 2010 - 10:00
#2
Posté 20 octobre 2010 - 07:18
i've added the fixed versions to the project, they're in the today's upload.
This one was pretty weird -- there isn't anything wrong with the lightmap per se, and the issue shows if the mapped area was too "thin" along the V edge of UV map. The original polygons took ~25% of the available area, scaling it up to ~40% resolved the issue. Even weirder, the modified props still show up correct in the existing levels, unless they are scaled further up. Because of this i did them as straight replacements rather than additional fixed files.
I suspect the issue may be actually caused by the lightmaps for these props being scaled down to some minuscule size for the final pass where they're combined into level lightmaps, to the point where they become easily affected by nearby pixels of other lightmaps. In any case, hopefully this helps.
This one was pretty weird -- there isn't anything wrong with the lightmap per se, and the issue shows if the mapped area was too "thin" along the V edge of UV map. The original polygons took ~25% of the available area, scaling it up to ~40% resolved the issue. Even weirder, the modified props still show up correct in the existing levels, unless they are scaled further up. Because of this i did them as straight replacements rather than additional fixed files.
I suspect the issue may be actually caused by the lightmaps for these props being scaled down to some minuscule size for the final pass where they're combined into level lightmaps, to the point where they become easily affected by nearby pixels of other lightmaps. In any case, hopefully this helps.
Modifié par tmp7704, 20 octobre 2010 - 07:20 .
#3
Posté 20 octobre 2010 - 08:57
Thanks as always tmp.
#4
Posté 21 octobre 2010 - 12:58
hro_dni_wr_bdl_0 has issues too... if you want to add that one to your project (and I would much apppreciate it).
I've been putting your updated models in packages/core/override, and I've noticed that if the model appears in an OC level, the model appears dark in game. It makes sense, but how do I fix it? Is there another folder I should be putting these models in?
I've been putting your updated models in packages/core/override, and I've noticed that if the model appears in an OC level, the model appears dark in game. It makes sense, but how do I fix it? Is there another folder I should be putting these models in?
#5
Posté 21 octobre 2010 - 04:54
I'm not getting issue with darker models in original game myself. Please try to download the most recent project version and override all older replacements, though, then see if it helps -- some of the models had UV maps that were incompatible with the original ones, that got fixed.
I'll try to have look at this newest broken model later.
I'll try to have look at this newest broken model later.
#6
Posté 22 octobre 2010 - 10:16
Added fixed verion of hro_dni_wr_bdl and hro_dni_wr_bdr meshes. Not sure if spotted all glitches, if not then let me know.
#7
Posté 22 octobre 2010 - 10:21
But wait, there's more! 
ftr_bk_rf_0 has a little black spot on two of the little 'pillars'. hro_denfdrakonvtop_1 has a few black triangles on the mountains.
ftr_bk_rf_0 has a little black spot on two of the little 'pillars'. hro_denfdrakonvtop_1 has a few black triangles on the mountains.
#8
Posté 25 octobre 2010 - 08:23
Bump.
#9
Posté 26 octobre 2010 - 06:10
yup, sorry been a bit busy here so that's on the radar but probably day-two off before i can get to it.
#10
Posté 26 octobre 2010 - 09:49
That's cool, got another one though. fne_twrdst_03
#11
Posté 27 octobre 2010 - 12:54
Audible sigh.
fhe_roofpl_1
fhe_roofplpk_0
prp_fcicanopy02
fhe_roofpl_1
fhe_roofplpk_0
prp_fcicanopy02
#12
Posté 28 octobre 2010 - 04:11
Also,
fne_slmbdg_01
has a bunch of little black spots along one of the 'sidewalks'.
So all up, that's
ftr_bk_rf_0 (on the little towers)
hro_denfdrakonvtop_1 (on the mountains)
fne_twrdst_03 (near the top on one side)
prp_fcicanopy02 (about halfway down on the top of the canvas)
fhe_roofplpk_0 (various points on the roof tiles)
fhe_roofpl_1 (various points on the roof tiles)
fne_slmbdg_01 (along sidebarriers/gutters)
You're a hero.
fne_slmbdg_01
has a bunch of little black spots along one of the 'sidewalks'.
So all up, that's
ftr_bk_rf_0 (on the little towers)
hro_denfdrakonvtop_1 (on the mountains)
fne_twrdst_03 (near the top on one side)
prp_fcicanopy02 (about halfway down on the top of the canvas)
fhe_roofplpk_0 (various points on the roof tiles)
fhe_roofpl_1 (various points on the roof tiles)
fne_slmbdg_01 (along sidebarriers/gutters)
You're a hero.
Modifié par FergusM, 28 octobre 2010 - 04:11 .
#13
Posté 28 octobre 2010 - 09:18
Fixing what i can, but can't see anything wrong with the fne_slmbdg_01 model (well, anything wrong that isn't result of dithering/inaccuracy/texure resolution) Is this for sure the model that's causing issues?
edit: added the other ones to project file.
edit: added the other ones to project file.
Modifié par tmp7704, 28 octobre 2010 - 10:29 .
#14
Posté 29 octobre 2010 - 08:08
#15
Posté 29 octobre 2010 - 08:48
That looks like the lightmapper is being bad. If the lightmap was bad a whole polygon would be black.
#16
Posté 29 octobre 2010 - 09:32
Yeah, that's not issue with the uvmap, it's a result of lightmapper bleeding some black pixels into the edges of individual areas as it calculates them. You can see the same thing with the fhe_roof* models. Since the parts are textured with what's pretty much 2-3 pixels, every faulty pixel has large impact on end effect.
It could be reduced to a degree by rendering larger lightmaps, but it doesn't seem like switches which control that have any impact. Maybe i'm just doing it wrong, though.
It could be reduced to a degree by rendering larger lightmaps, but it doesn't seem like switches which control that have any impact. Maybe i'm just doing it wrong, though.
Modifié par tmp7704, 29 octobre 2010 - 09:34 .
#17
Posté 29 octobre 2010 - 11:17
Okay, thanks for the info, and for the fixes.
#18
Posté 30 octobre 2010 - 12:41
Does this mean that the "blue blob" issue with tve_pil_04_0 is also a lightmapper glitch/issue rather than a problem with the model itself?
#19
Posté 30 octobre 2010 - 12:57
lol. I was just about to post that, Amstrad. I think it's definitely a light map problem.
#20
Posté 30 octobre 2010 - 01:12
Yeah, I've seen a lot of those blobs too. I was kinda just going to write them off, but I'd be interested to know if there's a way to fix those also.
Some examples of that:
-fne_smwall_01 (near the top of the arch)
-fhe_slum05_0 (on the end of one of the beams just under the lower end of the thatch roof)
Some examples of that:
-fne_smwall_01 (near the top of the arch)
-fhe_slum05_0 (on the end of one of the beams just under the lower end of the thatch roof)
Modifié par FergusM, 30 octobre 2010 - 01:18 .
#21
Posté 30 octobre 2010 - 03:36
The only way I can think of fixing those is to increase the size of the rendered lightmap. Its in the meta file for the model if you can find it. The lightmap only defines where the polygons are in the texture so its possible the polygon doesn't have enough area to sufficiently lightmap correctly.
#22
Posté 31 octobre 2010 - 08:02
For the fhe_slum05 model would chalk that up to the lightmap resolution -- these beam bits are textured literally with single pixels.
The other two, the pillar map was broken and the wall map didn't show anything wrong, but merging couple of polygons seems to have helped to get rid of the problem.
The other two, the pillar map was broken and the wall map didn't show anything wrong, but merging couple of polygons seems to have helped to get rid of the problem.
#23
Posté 02 novembre 2010 - 05:55
Okay, I think this is the last one I need, prp_stagestair. Can anything be done for it? http://i51.tinypic.com/34drbps.jpg
EDIT: Or, last two
fne_dtldst_01
EDIT: Or, last two
Modifié par FergusM, 02 novembre 2010 - 09:58 .
#24
Posté 03 novembre 2010 - 11:25
There's also some weird black edging on:
prp_tentcamping_01
prp_cline03
fve_scaff
It seems that these might be similar to the black spotting issue above, but I thought I'd mention them anyway. prp_stagestair would definitely be fantastic to have a fix for - I've used it in several levels and would love to be rid of those horrible black marks.
As always, thank you very much for the effort put into fixing these models. Your work is very much appreciated!
prp_tentcamping_01
prp_cline03
fve_scaff
It seems that these might be similar to the black spotting issue above, but I thought I'd mention them anyway. prp_stagestair would definitely be fantastic to have a fix for - I've used it in several levels and would love to be rid of those horrible black marks.
As always, thank you very much for the effort put into fixing these models. Your work is very much appreciated!
#25
Posté 03 novembre 2010 - 05:21
fixed the stagestair and dtldst meshes. The other three are down to lightmap resolution i'm afraid -- seem to be calculated as 64x64 pixel textures by default and well, turns out that's not detailed enough here and there.





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