Product Chat / Lightmapping problem v 1.01

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SorrowCrown
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Posted: 18th Feb 2015 12:34 Edited at: 18th Feb 2015 17:12
Hi all! So, I've had found problem with lightmapper. I will post you image with pre baked shadows and realtime. As you can see pre bake totally destroys shadows on curved surface. This is happening on my notebook (ati mobility hd 5470 gpu )and also on my pc, where i have bought msi gtx 970, so I think there isn't probably problem with gpu. Please help, why is this happening. This happens on all curved models, for example gas pumps, balls and so on...

SorrowCrown
Intel core i7- 4790s, 8gb ddr3 RAM, MSI GTX 970 4gb ddr5.

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synchromesh
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Posted: 18th Feb 2015 12:48 Edited at: 18th Feb 2015 12:49
I have had the very odd issue with lightmapping but its still 100% better than it was...
Im guessing its still being improved every day and perhaps the steam release may be even more solid..
Just the waiting game I think
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synchromesh
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Posted: 18th Feb 2015 13:07 Edited at: 18th Feb 2015 13:08
The issue I have is the shapes of models seem to transmit into ones I put around it as shown below ..
Its a weird effect and a barrel for instance will produce a circle embedded in the wall

The only person ever to get all his work done by "Friday" was Robinson crusoe

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SorrowCrown
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Posted: 18th Feb 2015 17:10
Thx for response. i'm glad, that I'm not alone in this . And about picture you posted. This has hapened to me, when I was using multi textured models so this may be the problem.
Intel core i7- 4790s, 8gb ddr3 RAM, MSI GTX 970 4gb ddr5.
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GoDevils
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Posted: 18th Feb 2015 20:25
Is there some definition of the differences between the 4 lightmap choices?

I have experienced much extended start-up times (during Initializing Physics) and at least a 20% reduction in FPS when using the Quick light map. I like the shadows but is it worth the hit?

Is there anyway to remove a light map from a saved level once it has been applied, so I can return to real time lighting which seems to work best and fastest?

Thanks
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SorrowCrown
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Posted: 19th Feb 2015 11:55
GoDevils sure there is a way. Just hit TAB twice in testing mode and select real time shadows.
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synchromesh
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Posted: 19th Feb 2015 14:11
Quote: "GoDevils sure there is a way. Just hit TAB twice in testing mode and select real time shadows. "


I think he means Undo what he has done......
In V1.009 you could delete the visuals.ini ad the map would revert back to default...
I tried that again and it doesn't seem to work in 1.1 ?
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Pirate Myke
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Posted: 19th Feb 2015 14:48
That could be a little tougher. Lightmaps are saved in the FPM file also and load when you open the level map.
I guess you could try deleting the lightmap files only (dds and Dbo, not sure about the dat files and txt file) in the levelbank\testmap\lightmaps folder after you open the FPM file. then save over the file. ******* make a copy of the files first please.

Running test game then should bring it back to the real time lighting as it should detect no lightmap files.

******* Make a backup of the lightmap folder files, just incase, and also make a back up of the actual map file also. Incase all does not go well.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

synchromesh
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Posted: 19th Feb 2015 16:09
Thanks Pirate Myke I will look into it

My issue only appears when I have the Entity shader at Maximum..... Medium looks fine ..
Perhaps more of lee's tweaks in the next release may rectify it



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Errant AI
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Posted: 19th Feb 2015 20:53
It's a known issue that lightmapping does not currently work with smoothing groups. They have intent to fix this but I don't know when.
Gigabyte P67A-UD4-B3, Intel Core i7 2600K, 16GB Corsair DDR3, EVGA GTX 970 SC, Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280

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