Official BF Editor Forums: Advanced Lightmapping Tutorial (using 3dsmax) - Official BF Editor Forums

Jump to content

  • (11 Pages)
  • +
  • « First
  • 9
  • 10
  • 11
  • You cannot start a new topic
  • You cannot reply to this topic

Advanced Lightmapping Tutorial (using 3dsmax)

#151 User is offline   Outlawz Icon

  • Member
  • PipPip
  • Group: Members
  • Posts: 323
  • Joined: 28-February 07

Posted 30 July 2010 - 10:48 PM

Yes, its a 4km, no its not near the map edges and yes I rendered both sky and sun..
Posted Image
0

#152 User is offline   Rhino Icon

  • Expert
  • PipPipPipPip
  • Group: Members
  • Posts: 1,068
  • Joined: 17-August 05
  • Gender:Male
  • Location:UK

Posted 31 July 2010 - 05:04 PM

try LMing something in the middle of the map.
Posted Image
0

#153 User is offline   Outlawz Icon

  • Member
  • PipPip
  • Group: Members
  • Posts: 323
  • Joined: 28-February 07

Posted 01 August 2010 - 01:53 PM

I did...
Posted Image
0

#154 User is offline   UberWazuSoldier Icon

  • Expert
  • PipPipPipPip
  • Group: Members
  • Posts: 1,172
  • Joined: 18-December 08
  • Location:Auckland, New Zealand

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.
Roflbox/Operation Dead Dawn Developer. (Ninjamod is taking a back seat for now)

Posted Image
0

#155 User is offline   Rhino Icon

  • Expert
  • PipPipPipPip
  • Group: Members
  • Posts: 1,068
  • Joined: 17-August 05
  • Gender:Male
  • Location:UK

Posted 02 August 2010 - 03:42 AM

View PostUberWazuSoldier, 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.
Posted Image
0

#156 User is offline   Outlawz Icon

  • Member
  • PipPip
  • Group: Members
  • Posts: 323
  • Joined: 28-February 07

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.

This post has been edited by Outlawz: 02 August 2010 - 01:32 PM

Posted Image
0

#157 User is offline   Outlawz Icon

  • Member
  • PipPip
  • Group: Members
  • Posts: 323
  • Joined: 28-February 07

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 :P

Posted Image

Posted Image
Posted Image
0

#158 User is offline   Mavrik347 Icon

  • Member
  • PipPip
  • Group: Members
  • Posts: 360
  • Joined: 28-September 05
  • Gender:Male
  • Location:Stoke, England

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?

Posted Image
Posted Image

Posted Image
Operation 347 - Testers needed.
0

#159 User is offline   Rhino Icon

  • Expert
  • PipPipPipPip
  • Group: Members
  • Posts: 1,068
  • Joined: 17-August 05
  • Gender:Male
  • Location:UK

Posted 04 September 2010 - 06:35 PM

scripts aint made for max10.

Import the statics, terrain etc with max9 and then save the scene and open it with max10, although there are still some problems with LMing with max 10 like it not saving the LMs to the correct file names etc.
Posted Image
0

#160 User is offline   Mavrik347 Icon

  • Member
  • PipPip
  • Group: Members
  • Posts: 360
  • Joined: 28-September 05
  • Gender:Male
  • Location:Stoke, England

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

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

Posted Image

Posted Image
Operation 347 - Testers needed.
0

  • (11 Pages)
  • +
  • « First
  • 9
  • 10
  • 11
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users