Toolset lightmapper project
#26
Inviato il 22 novembre 2009 - 04:49
#27
Inviato il 22 novembre 2009 - 05:25
surrealitycheck wrote...
I'm a little confused. Isn't this the toolset used to make the game? I haven't seen many of these problems in the game itself!
I read somewhere (I think it was a post on the social site somewhere) that they used a different lighting solution for the main game -- something to do with being able to use a server farm to render lightmaps. I can see how doing this in the toolset on a large project would severely impede the workflow process.
#28
Inviato il 22 novembre 2009 - 05:31
#29
Inviato il 22 novembre 2009 - 05:37
This is BioWare, they will sort it all out in time
#30
Inviato il 22 novembre 2009 - 07:09
#31
Inviato il 23 novembre 2009 - 10:31
#32
Inviato il 23 novembre 2009 - 04:29
surrealitycheck wrote...
I'm a little confused. Isn't this the toolset used to make the game? I haven't seen many of these problems in the game itself!
They most likely used a comercial light mapping solution for making the game. The lightmapper that comes with the toolset is an tinterface to an open source Raytracer called yafaray http://www.yafaray.org/. You can download the source code for the lightmapper on the toolset download page (only intersting if you know your way around C++ coding however).
#33
Inviato il 23 novembre 2009 - 04:34
You can't even really make indoor levels at the moment. After the first render it usually starts applying the wrong UV's or something. Major pain.
#34
Inviato il 25 novembre 2009 - 02:23
#35
Inviato il 25 novembre 2009 - 02:32
Sunlight appears in shadow maps. If you apply a static light (as opposed to a baked light) and move it around, you should see the effects in the editor. Otherwise, can you give me some details as to how it's non-existant?
#36
Inviato il 25 novembre 2009 - 05:33
#37
Inviato il 25 novembre 2009 - 05:34
#38
Inviato il 25 novembre 2009 - 04:49
On the previous version, I was unable to export any exterior levels and all but the most basic of interiors because each time Elipseray would crash once all the processing had been done and it was submitted.
Using the new version the elipseray crash problem is completely resolved on all the levels I have tried so far, so again thankyou for the time and effort put into pushing this new version out.
#39
Inviato il 25 novembre 2009 - 06:52
Bioxx & Akaliel: terrain should not be black. Here I'm not seeing it as black, either with or without shadowmaps, so you should check your sunlight settings (yes, they are on the exportable area). My comment about the static lights means this: sunlight is rendered in shadowmaps, which only affect static lights. So, if you render lightmaps and apply them you can verify that sunlight is there by turning off fully lit, then moving a static light around. If they're there you will see the static light on the terrain, if not you won't. That's in the level editor, at any rate.
#40
Inviato il 25 novembre 2009 - 08:09
It's just a black mess.
Ei, ei, is it just me doing something really wrong? Downloaded both the Lightmapper Script v. 1.0.1 and eclipseray v. 1.1 - there were little enough instructions, so I didn't know whether to use the lightmapper.py file that came with the former or the latter; I tried both and they both gave the above mess of odd shadows. Before the patch I was just getting black triangles as described here, but they were actually less severe.
Got a static point light (radius 600) and an ambient baked light.
Halp! What should I do?
#41
Inviato il 25 novembre 2009 - 08:28
James Goldman wrote...
Thanks, Tikigod! I'm glad things are working for you.
Bioxx & Akaliel: terrain should not be black. Here I'm not seeing it as black, either with or without shadowmaps, so you should check your sunlight settings (yes, they are on the exportable area). My comment about the static lights means this: sunlight is rendered in shadowmaps, which only affect static lights. So, if you render lightmaps and apply them you can verify that sunlight is there by turning off fully lit, then moving a static light around. If they're there you will see the static light on the terrain, if not you won't. That's in the level editor, at any rate.
My sunlight settings are the default for when you are setting the exportable area. I've rendered lightmaps and turned off fully lit and the entire area went black. I'll try adding a static light tonight and moving it around. But do we need to a static light in our level to have light? We were under the impression that the sunlight settings took care of that and static light was for additional sources.
#42
Inviato il 25 novembre 2009 - 08:40
Also, I've added instructions to the project.
Modificata da James Goldman, 25 novembre 2009 - 08:41 .
#43
Inviato il 25 novembre 2009 - 08:57
Any word on the water issue?
#44
Inviato il 25 novembre 2009 - 10:13
James Goldman wrote...
Hakmon, I have another user who is seeing something like that, but when I lightmapped his level on several test machines it looked fine. It looks like the results are being atlased incorrectly. My best guess is that you have some old files lying around. Try shutting down the tools, then go to wherever you saved your level (.lvl) and delete the .erf. Then start up the toolset again and re-run the lightmapper. Confirm that you see the "EclipseRay 1.1" message in the log window. If the problem still happens, you can send me the .lvl file at toolsetsupport@bioware.com (attn to me in the subject line, please) and I can try it here. Also, don't put the old version (1.0.1) of the script in there. You want the version (1.0.2) that comes with the newer zip file as it has some logging improvements.
Also, I've added instructions to the project.
It seems the problem lies with that specific level and old files, as you say. I deleted the .erf and that didn't help. However, I tried to render the lightmap on another level and there were no problems.
But now I copied all the models from the bugged .lvl into a new level. The result: messy black shadows are gone, but the black triangles remain! I will send you a mail with the .lvl file. Thank you for the help and the patch, James.
#45
Inviato il 25 novembre 2009 - 10:33
I: 17:31:43 - Successfully submitted lightmap job.
I: 17:31:43 - Submiting jobs to lightmapper took 2 seconds.
I: 17:31:43 - EclipseRay 1.1
I: 17:31:43 - Lightmapper script completed successfully.
I: 17:31:42 - Processing shadow map job C:\\DOCUME~1\\ADMINI~1\\LOCALS~1\\Temp\\DALightmap\\tlay1\\06C2289A-2894-4CB0-886A-30C352511F12\\job_sm0.xml ...
I: 17:31:42 - Could not get a GFF reader object. Make sure Engine.dll is registered.
I: 17:31:42 - Could not get a GFF reader object. Make sure Engine.dll is registered.
I: 17:31:42 - Could not get a GFF reader object. Make sure Engine.dll is registered.
I: 17:31:42 - Could not get a GFF reader object. Make sure Engine.dll is registered.
and :
E: 17:32:27 - Local Posts Failed!
S: 17:32:27 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details.
I: 17:32:27 - Offers.xml file has been updated successfully.
I: 17:32:27 - AddIns.xml file has been updated successfully.
I: 17:32:26 - Generated the campaign file.
I: 17:32:26 - PostProcessing
E: 17:32:26 - mylevel1.lvl - Exporter FAILED for resource: mylevel1.lvl
E: 17:32:26 - Failed to post trees for layout [tlay1] locally.
E: 17:32:26 - RPU process failed with a return code of '1'.
E: 17:32:26 - Unable to load C:/Program Files/Dragon Age/Tools/ResourceBuild/Settings/ResourceBuilder.xml
E: 17:32:26 - Could not get unmapped file version for C:/Program Files/Dragon Age/Tools/ResourceBuild/Settings/ResourceBuilder.xml
#46
Inviato il 25 novembre 2009 - 10:38
#47
Inviato il 25 novembre 2009 - 11:26
so if you are seeing persistant lighting issues try clearing out those temp files as well.
BTW, I'm running Vista so the path will be different for XP (not sure about win 7)
Modificata da Nithrakis Arcanius, 26 novembre 2009 - 12:59 .
#48
Inviato il 26 novembre 2009 - 12:41
If your engine.dll is not registered, there are instructions to do it manually (its not hard) at
http://social.biowar...troubleshooting
under the heading "Installer hangs at the stage of "Execute:regsvr32.exe /s "C:\\Dragon Age\\tools\\Engine.dll"
That should get rid of the errors regarding engine.dll registration. See what happens after that.
#49
Inviato il 26 novembre 2009 - 04:36
#50
Inviato il 26 novembre 2009 - 04:46
I know how to register a dll manually. My problem is that when I try to do it -- ie try to run
regsvr32 "%root%\\\\Dragon Age\\\\tools\\\\Engine.dll" from either command prompt or Start -> Run I get absolutely nothing - ie no confirmation message and no error message either. Just 30 sec or so of hourglass cursor. When I try to run
regsvr32 \\\\u "%root%:\\\\Dragon Age\\\\tools\\\\Engine.dll"
- to unregister - I get :
LoadLibrary ("\\\\u") failed - The specified module could not be found
My install is at E: \\\\ drive btw so my location is at "E:\\\\Dragon Age\\\\tools\\\\Engine.dll" -- should I try to reinstall the game into C:\\\\Program Files? Maybe it is my Engine.dll that is corrupted? I reinstalled toolset 3 times and I always end up with the same problem - not being able to register the Engine.dll either during the install or manually.
When I try to have a look at Engine.dll in my install with Dependency Walker I get :
IESHIMS.DLL -- the system cannot find the file specified.
MSS32.DLL -- the system cannot find the file specified.
PHYSXLOADER.DLL -- the system cannot find the file specified.
WER.DLL -- the system cannot find the file specified.
Error: At least one required implicit or forwarded dependency was not found.
Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module.
Error: Modules with different CPU types were found.
Warning: At least one delay-load dependency module was not found.
Modificata da dorotea, 26 novembre 2009 - 04:54 .





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