Product Chat / Light-mapping and see-thru windows are non-compatable

Author
Message
m2design
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 25th Mar 2010
Location:
Posted: 20th May 2016 20:25 Edited at: 20th May 2016 20:31
screen shot 361 shows a simple model with see-thru windows that work just as it should. The windows were imported as the last item in the model as required and the fpe file transparency is set to "6". The player can look thru all of the windows and see the background beyond.



screen shot 362 sows the exact same model after the F3 light-mapping process. Note the missing model information. It appears the light-mapping process re-orders the drawing sequence in the "x" file, resulting in the missing elements.

Windows 10,64 bit|AMD FX-6200 Six-core-3.80 Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 20th May 2016 20:54
Yes, this is a bug when glass is with in the same model. There is always something that will get reordered it seems.

I usually make the glass a separate object. Most times it seems to work better.
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, Screen resolution 1680 x 1050.

3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 20th May 2016 21:01
Quote: " the fpe file transparency is set to "6""

I've readed somewhere "transparency =6", being reserved to use with water, or perhaps I'm wrong?

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

PM
m2design
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 25th Mar 2010
Location:
Posted: 20th May 2016 21:20
@Pirate Myke

The procedure I use is to create the building model in my modeling software and save the model. After saving I then import a separate model file just containing the windows. With the proper settings in the fpe file, this process works 100% of the time in the real time mode. All windows function as intended. What is making me somewhat upset is, any model using transparent windows, when light-mapped is all messed up. What I am trying to get confirmed is a possible bug in the light-mapping process, not any problem with the model. If I never light-map I never have any problem.

It seems to me, that if the creation of the model requires the windows be at the end of the x file sequence (and this works) then to get the light-mapping results illustrated in my post, then mapping is reordering the x file original data sequence. If this is the case then I must abandon making models with real windows because I can not predict how users of my models will use them in their game concepts. If they don't light-map then everything is fine, if they do then the model is a mess and the customer is upset. My personal opinion is that this needs to be fixed sooner than later.
Windows 10,64 bit|AMD FX-6200 Six-core-3.80 Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 20th May 2016 21:53
Try setting transparency = 3.
m2design
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 25th Mar 2010
Location:
Posted: 21st May 2016 00:04
@rolfy
Thanks, as suggested, I tried "3", but got the same result. Everything is just fine in real time, problem only becomes apparent in the baked view. It is obvious GG requires the window data to be the last item in the "x" file to render everything beyond the window glass first. Baking is somehow upsetting the apple cart by rendering some glass out of the required sequence. (That's what I think, heck I don't pretend to know what I'm talking about.) I will send this simple model to Lee and let him explain to us what the heck is going on.
Windows 10,64 bit|AMD FX-6200 Six-core-3.80 Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st May 2016 00:08
I would have to say it is a bug in the light mapping. It does need to be fixed. Makes anything with windows unreliable.
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, Screen resolution 1680 x 1050.

m2design
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 25th Mar 2010
Location:
Posted: 21st May 2016 01:09
Thanks, everyone. I think we have agreement that light-mapping is the probable bad guy. I won't beat this to death, I will try to send the model to Lee. Thanks again for the help/suggestions.

Pirate Myke,
If I fail to relay this info to Lee, perhaps you might bring it to his attention. I know it's not part of your pay grade but you seem to be in touch with the powers... Have a great weekend, hope your weather will be better then what we have in store--
Windows 10,64 bit|AMD FX-6200 Six-core-3.80 Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 24th May 2016 16:10
I have the email now, so thanks for that. I will hopefully get to reply soon, just sorting the usual weekend backlog
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Login to post a reply

Server time is: 2024-06-26 07:57:16
Your offset time is: 2024-06-26 07:57:16