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Toolset lightmapper project


113 Antworten in diesem Thema

#1
James Goldman

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Hi all,

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!
NOTES: The lightmap hang seems to be coming from the level editor, not the lightmapper itself, so I encourage those of you that aren't having that problem to make sure you clear the --cpus=1 option from your command line so the new script can auto-detect the number of cores to use. For those of you who ARE experiencing this bug, we are looking into it and will hopefully have a fix for it included in the next toolset release.

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.

Bearbeitet von James Goldman, 11 Dezember 2009 - 12:43 .


#2
Languard

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I love you. Um, in a very manly way of course.



*runs off to install new script*

#3
Mithrildream

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Script not showing yet, I guess it takes a while?  Thanks in advance!

Bearbeitet von Mithrildream, 17 November 2009 - 09:30 .


#4
Cador

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how to use the new script? (where to put it?)

#5
James Goldman

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Mithrildream: look under the files tab. There's a zip file there. Cador: Look in the level editor options for the path to the lightmapper executable. The script is named Lightmapper.py and should be in the same directory as eclipseray.exe

#6
hunharibo

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can anybody test if this fixes water and exterior area lightmap generation problems?

#7
PavelNovotny

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I don't see any files in there - it says There are no files in this project. Looked in the files tab and all the others.




#8
Arestris

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No files in files tab ... maybe forgotten to give the file free for public?

#9
James Goldman

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Hmm. Seems there's a "group members only" option. I turned it off. How about now?

#10
stuntpope

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I can't see any files either.

#11
georage

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i see it and downloaded it fine.

#12
PavelNovotny

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Yup, I see it and downloaded it now.

Bearbeitet von PavelNovotny, 18 November 2009 - 06:06 .


#13
Awildawn

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so ? so ? Is it good ? I can't test it, I'm at work.

#14
Ainiana

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This has not seemed to have helped much in my exterior level.

After Re-Rendering, the black bands on the outside of chunks still remain, water does not show in game still.

However my tree's no longer show as black blocks untill close when in game now which is something :)

It may be possible i would have to delete something first before running a lightmap rendering?

I am testing this on a map i have done lightmap rendering on before with the old script, and have only overwritten the new script over the old and then ran the lightmapper again.

#15
Bioxx2007

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I created a whole new level to test it and still nothing. So no this script does not yet fix the black exteriors problem, but its a step in the right direction at least :).

#16
Ainiana

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This is an example of the black bands ive uploaded

This is an area i made a few days ago when i ran into this problem (i have focused on interior area's since incase this problem may force me to re-do my exterior area's at some point)

Before Lightmapping;
social.bioware.com/246032/albums/283558/8745


After Lightmapping;
social.bioware.com/246032/albums/283558/8746

Bearbeitet von Ainiana, 18 November 2009 - 12:03 .


#17
Languard

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Please post reproduction steps for any lightmap bug at social.bioware.com/wiki/datoolset/index.php/Talk:Lighting so there's a single easy-to-find spot for this information.  Speaking as a programmer myself, having a list of reproduction steps makes life so much easier. 

#18
PavelNovotny

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How do I install the new script?

#19
Languard

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James Goldman wrote...

Mithrildream: look under the files tab. There's a zip file there. Cador: Look in the level editor options for the path to the lightmapper executable. The script is named Lightmapper.py and should be in the same directory as eclipseray.exe

*pecks at Pavel*
As an example, I placed mine in C:\\\\games\\\\Dragon Age\\\\tools\\\\lightmapper

Bearbeitet von Languard, 18 November 2009 - 04:40 .


#20
Fen Tabris

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For those of you who might be confused about this script, this is an update of a script called "lightmapper.py" that is found in your Dragon Age game folder->Tools->Lightmapper. It is just text, you can overwrite the file or you can copy and paste its contents over the old lightmapper.py. Languard, I agree we should consolidate all the lightmap issues in one place, since now with users testing toolset these have been all over the forum.

#21
Mersozz Yelo

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Will this fix the weird checkerboard issue that I'm having after rendering? At the risk of spamming, I've been asking about this in other threads, and I'm not sure if this is a user (me) error, or something I just need to be patient about.



To clarify - after I render the area, only one square (sector 0) is modified to reflect the lighting....the other squares are dim.



If this has been resolved elsewhere, please point me to the solution. If this is an existing issue that wil be addressed in a future patch, please advise, and I'll await the fix.

#22
Ainiana

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Mersozz Yelo wrote...

Will this fix the weird checkerboard issue that I'm having after rendering? At the risk of spamming, I've been asking about this in other threads, and I'm not sure if this is a user (me) error, or something I just need to be patient about.

To clarify - after I render the area, only one square (sector 0) is modified to reflect the lighting....the other squares are dim.

If this has been resolved elsewhere, please point me to the solution. If this is an existing issue that wil be addressed in a future patch, please advise, and I'll await the fix.


It is another lightmapping issue that remains unresolved so far (hopefully it will be soon on their list of priority fixes) The fix above is for other lightmapping issues.

http://social.biowar...p/Talk:Lighting

Has a compilation of currently known issues with the lightmap, feel free to add your own, with repeatable steps to achieve the 'issue' if possible :)

#23
Bioxx2007

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I believe that this is a known issue at this time, however the problem it seems is opposite of what you think. That one chunk that looks like it has been rendered properly is actually not being rendered at all. all you are seeing is the editor light. It's a little weird, but yeah no solution yet. :/

#24
Faelan2

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Will the light mapper script work with Python 2.6, or does it require 2.5 specifically? (I'm assuming it won't work with v3 given the changes from 2 to 3) Thanks. :)



Trent

#25
Nithrakis Arcanius

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It looks like the lightmapper is messed up for both interior and exterior levels (I'm seeing black triangles & splotches all over the place in my interior level). I've tried wiping out the temp files, deleting the erf file and regenerating the lightmaps but it's just getting worse.

Very frustrating. I should have known better than dive into the toolset before it's patched a couple of times :lol:

EDIT: BTW, using 32-bit version of Python...so that isn't the problem.

Bearbeitet von Nithrakis Arcanius, 22 November 2009 - 10:32 .