I have created a project for the toolset lightmapper, and to kick things off I have already uploaded an updated lightmapping script that you can use to patch your toolset. Version 1.0.1:
- Suppresses the command windows for texture processing and atlasing.
- Fixes a bug where certain models would cause the lightmapper to fail.
So head on over to get the new script:
http://social.bioware.com/project/717/
- James G
UPDATE 11-24-2009:
Lightmapper script updated!
Go to http://social.bioware.com/project/717/
to get the latest version. Just unzip the files into wherever your
lightmapper is currently installed, although I do recommend deleting
the existing files to be sure.
Fixes in this update:
Directional light now hits all terrain chunks
Lightmap seams should be gone
Mapper failure now dumps a Python stack trace to errlog.txt so we have something to work with
Version numbers in both the script and the executable to help track down problems.
[/list]Let me know how it goes!
- JamesG
PS. I'm suppressing the "lightmap-atlas" and "no renderable parts"
messages for the end user tools. They should be gone next time we
release an update.
UPDATE 12-03-2009:
Lightmapper updated. In this revision (1.2):
- Fixed sunlight and shadows!
- Better multithreading - now auto-detects the number of cores.
- Better error reporting in general. Only one "failed to create EngGFFReader" message now!
Also, an update for any of you that are experiencing black triangles in your lightmaps: I have traced down one case of this happening and it is because of the art asset, not the lightmapper as such. EclipseRay presumably uses a different technique than the one used in house (which is 3rd party software that we can not include with the toolset). If you are seeing this, please let me know via toolsetsupport@bioware.com so I can confirm this is the case. I have some ideas how to attack the problem and would like to know how prevalent it is.
Edited by James Goldman, 11 December 2009 - 12:43 AM.





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