Advanced Lightmapping Tutorial (using 3dsmax)
#154
Posted 01 August 2010 - 08:51 PM
Check the sun direction? If I remember correctly, it's the opposite of the normal sun direction (so copying and pasting it will make the black lightmaps). Try flipping the direction anyway, it's worth a shot.
#155
Posted 02 August 2010 - 03:42 AM
UberWazuSoldier, on 01 August 2010 - 09:51 PM, said:
Check the sun direction? If I remember correctly, it's the opposite of the normal sun direction (so copying and pasting it will make the black lightmaps). Try flipping the direction anyway, it's worth a shot.
Could be the problem but only if the sun was setup incorrectly in the BF2 Editor.
Outlawz try increasing "Hotspot/Beam" value in the Directional Parameters to at least 40960.0 if not more and then try LMing something in the middle of your map again.
#156
Posted 02 August 2010 - 11:17 AM
I increased the hotspot value, did nothing, though an object in the very middle of the map LMd ok this time, but rest are still fudged up, only thing that changed is that they come out all blue instead of black :/
I tried moving the sunlight further away, didn't help.
edit: bah I think i had mention this, but there is something wrong with the particular object I'm LMing in 3ds.
I LM'd several next to it and they came out fine, there's nothing wrong with my settings, its the frigging object.
edit2: I unwrapped UVs on channel 9, flattened them and collapsed the modifier, then LMd that object again, LM came out fine.
edit3: Lm came out fine when I took a peek at it in photoshop, but came up screwed up in editor when I loaded the map to check it. Also LMing all lod0s to check how Lms would come out for all the objects resulted in random LMs again, some screwed up and some working and most not showing up in editor.
I tried moving the sunlight further away, didn't help.
edit: bah I think i had mention this, but there is something wrong with the particular object I'm LMing in 3ds.
I LM'd several next to it and they came out fine, there's nothing wrong with my settings, its the frigging object.
edit2: I unwrapped UVs on channel 9, flattened them and collapsed the modifier, then LMd that object again, LM came out fine.
edit3: Lm came out fine when I took a peek at it in photoshop, but came up screwed up in editor when I loaded the map to check it. Also LMing all lod0s to check how Lms would come out for all the objects resulted in random LMs again, some screwed up and some working and most not showing up in editor.
This post has been edited by Outlawz: 02 August 2010 - 01:32 PM
#157
Posted 13 August 2010 - 10:18 AM
Well I managed to lightmap the previous map in question just fine, it's one particular object that drives me insane, it's lightmap textures are completely blue, the object is dark with no sun on it in editor and completely screwed up in-game.
And it kinda looks like it's loading an atlas for its lightmaps, since I recognize lightmaps belonging to other objects on the same map

And it kinda looks like it's loading an atlas for its lightmaps, since I recognize lightmaps belonging to other objects on the same map

#158
Posted 03 September 2010 - 10:12 PM
I get this when trying to load static objects in Max 2010.
Does anybody know of a way to get it to work in MAX 10?
Does anybody know of a way to get it to work in MAX 10?
#160
Posted 05 September 2010 - 05:06 PM
Roger Rhino mate.
It's working in 9. But does anyone else get this pop up during importing?
Question
Really Cancel
Yes - No
As long as you click No it carries on working, just seems odd, and I can't walk away leave to it importing because of it popping up. lol
Also even when I do a Sun run or Sky run the file is still suffixed with ~point.tga in the temp folder. Am I doing something wrong?
------ Edit -------
StaticObjects.con format
OvergrowthCollision.con format
In OvergrowthCollision.con there is neither the run command nor the correct format for the plug-in to import with. So as I tried, selecting that file will not import overgrowth. I tried adding them to StaticObjects.con but as I suspected they are still in the wrong format and do not import.
Anyone know how to get the overgrowth imported properly without manually reformatting every entry in OvergrowthCollision.con?
It's working in 9. But does anyone else get this pop up during importing?
Question
Really Cancel
Yes - No
As long as you click No it carries on working, just seems odd, and I can't walk away leave to it importing because of it popping up. lol
Also even when I do a Sun run or Sky run the file is still suffixed with ~point.tga in the temp folder. Am I doing something wrong?
------ Edit -------
StaticObjects.con format
run /objects/staticobjects/_middle-east/city/uniqueobjects/div_citybrdgsloop/div_citybrdgsloop.con rem *** div_citybrdgsloop *** Object.create div_citybrdgsloop Object.absolutePosition -553.987/38.222/-313.334 Object.layer 1 Object.setLightSourceMask 6
OvergrowthCollision.con format
Object.create me_palmtree01 Object.absoluteTransformation [-0.712074/0/-0.702104/0][0/1/0/0][0.702104/0/-0.712074/0][-976.827/29.9183/-442.177/1] Object.isOvergrowth 1
In OvergrowthCollision.con there is neither the run command nor the correct format for the plug-in to import with. So as I tried, selecting that file will not import overgrowth. I tried adding them to StaticObjects.con but as I suspected they are still in the wrong format and do not import.
Anyone know how to get the overgrowth imported properly without manually reformatting every entry in OvergrowthCollision.con?
This post has been edited by Mavrik347: 05 September 2010 - 11:11 PM

Sign In
Register
Help


MultiQuote

