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Manual DDS Noise Reduction Method Details


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#1
BloodsongVengeance

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heyas;

  can anyone clarify some of the steps for this?  i'm looking at mikemike's tutorial:
TutorialLightmapping - DAO Baldur's Gate


  these are the steps i'm having problems with:

  • navigate to My Documents\\BioWare\\Dragon Age\\addins\\MODULE\\core\\override\\toolsetexport\\LAYOUT
  • find the erroneous lightmap dds
A: since i am working under the single-player campaign, the files aren't under addins\\MODULE\\core\\etc.  they are in the packages\\core\\etc.

and

B: there are no dds files there?  they're all rim files?  how do i go about finding the erroneous dds, and how will i recognize it?


  i'm sorta hoping i can manually 'massage' some lightmaps on a model that seems to always have chunky shadows.  which... is probably doomed to fail, but hey.

#2
-Semper-

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as far as my blurry knowledge remembers these lightmaps are stored here: my documents/bioware/dragon age/toolset/lvlworkspace/lightmaps/area_name

after rendering lightmaps you have to close the toolset, alter those maps manually and afterwards post you level to local where your lightmaps will be baked to the level.

there is a high chance that this could be completely wrong as i have not tested this for a very long time :D

Modifié par -Semper-, 16 décembre 2010 - 01:37 .


#3
mikemike37

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rim files contain DDSes - open up the RIM in the toolset to extract it.



I can't remember what causes the toolset to start exporting to RIMs (rather than loose dds files), but I remember finding that its fine to simply extract all the DDS files and delete the RIM.



In theory, the RIM should load faster than loose DDS files - in practice I could not notice any difference.



Hope that helps.

#4
sea-

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Sorry to revive this, but I'm having trouble with lightmap noise in interiors, and I was wondering if anyone knew how to deal with it by manually editing the DDS files (since removing ceilings doesn't provide the results I want). I've edited my DDSes using Photoshop, but I can't get my lightmaps to show up in-game after editing them. I've tried putting them back into the RIM files and leaving them loose, to no avail. Is there a specific DDS format they need to be saved in?

#5
-Semper-

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i've formatted my pc and therefore nothing at hand just my plain mind but i thought this depends on the alpha mask used. if your lightmap texture uses an alpha map you should use dxt5. if not then dxt3 is your friend. dunno at which stage you edited your textures - before of after posting your level to local? i never touched rims so i don't know if this process has any influence but i would guess that ain't the case, else mike would've stated it ;)

Modifié par -Semper-, 23 mars 2011 - 10:01 .


#6
sea-

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I extracted and edited them after rendering lightmaps and posting to local. I'll try DXT3 or 5, though I believe there are different alpha modes for each which I'll have to play with. Yay trial and error!

Thanks for the reply, though! I'll take any help I can get.