Product Chat / question about lightmapping

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Earthling45
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Posted: 5th Jan 2017 17:28
The soup is almost ready

I've imported the cottage which i've been working on and wanted to create a scene to see how it looks in a dark forest setting.
But when i place a light source, it shines through walls.
When i set it to static, there is no light, also not after lightmapping so i have to set it to dynamic.
The cottage is set to static.

Is this a bug in lightmapping? also some furniture is all over the place after i did lightmapping.

I'm certainly not satisfied with the cottage as it is currently but i will upload the file tonight and i hope to get some feedback on it

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Pirate Myke
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Posted: 5th Jan 2017 18:20
This is a bug in the light mapper. Have the thickness of all objects around 6". That should stop it.

Also there cannot be any scale listed in the FPE file over or under scale = 100.
DO the scaling in the editor. Also add this to your fpe file.
resetlimbmatrix = 1

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Earthling45
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Posted: 5th Jan 2017 20:28
Thanks for your reply Myke.

The thickness of the wall is around 12" so that should not be a problem

Scaling was not necessary, after exporting it as an x file i've done the textures and used a fpe from another enterable building which i've adjusted.
However, i've added 'resetlimbmatrix = 1' under orientation and also added scale = 100.
But no luck sadly.

Pirate Myke
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Posted: 5th Jan 2017 21:50
Which program are you making these assets in. You may need to reset the transforms to get it to stop doing this.
I am also guessing that these are under 20,000 tris each also.

You can also email me the media for one of these troubled assets, and I will take a look at it. FPE, BMP, Textures, and mesh

email it to me at myke1net at hotmail.com
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Earthling45
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Posted: 5th Jan 2017 22:44 Edited at: 5th Jan 2017 23:24
Hi Myke, the program that i use to model is sketchup, in 3ds max i've applied the textures (standard)

I've uploaded the cottage and it can be downloaded at this forum, see here.

Because i'm not very experienced there might well be some mistake in there.
the route is, after modeling in sketchup, the asset is saved as a 3ds file and then imported in 3ds max, textured and exported as an x file.
In the x file i then set the right texture names and path with notepad.
The textures are loaded in paintnet and saved as dds dxt5.

edit: see attachments.

it even shines through a concrete block or a big thick wall.
So we'll have to wait i think for a bug fix.

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Pirate Myke
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Posted: 6th Jan 2017 01:24
Ok, a few things to change. Any texture that is not multiple of 2 needs to be. You have a few that are not.
raamstijl
planken
balk

Next you have 12 textures assigned to the object. Light mapper will only do 6 with out blowing up.

When exporting from 3dsmax. Just select the model, not the scene lights and cameras.

Ok. let me bring it into the editor and see what happens.

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Posted: 6th Jan 2017 01:58
To get good results with the light mapper you need to change these setting in the
setup.ini file.

lightmappingquality=500
lightmappingblurlevel=50
lightmappingsizeterrain=2048
lightmappingsizeentity=2048

The setup.ini file is in the GG exe directory.
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Earthling45
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Posted: 6th Jan 2017 11:40
Oehh, that is a quite a beginner's mistake to export the scene and camera with it, a bit clumsy of me since i've read about that 2 month's ago.

Thanks for your feedback Myke, this is really helpful for me

this might be a silly question, but how do you mean 'multiple of 2', the wrong size?

I also noticed that it is probably better to have a door with a doorpost attached, so placing an animated door is a lot easier.

Quote: "To get good results with the light mapper you need to change these setting in the
setup.ini file."


Thanks, i've changed the settings in the file
Belidos
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Posted: 6th Jan 2017 11:43 Edited at: 6th Jan 2017 15:59
Quote: "this might be a silly question, but how do you mean 'multiple of 2', the wrong size?"


He means the textures need to be for example:

512x512
1024x1024
2048x2048
4096x4096

Basically they should be the same size horizontally as they are vertically, or the short side should be a size that can fit inside the long side in 2's, ie:

256x512 (256 x 2 = 512)
256x1024 (256 x 2 = 512, 512 x2 = 1024)

and so on.

It's probably more likely to be the multiple textures that is causing the main issues with light mapping, as Myke said, GG only partially supports multi-textured objects, it only allows for 6 textures, any more than that and it doesn't light map properly.

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Pirate Myke
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Posted: 6th Jan 2017 15:02
Other multiple of 2 texture sizes can be 512 x 1024, 1024 x 2048, 3072 x 4096, 512 x 4096, 128 x 4096
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Earthling45
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Posted: 6th Jan 2017 17:16
Thanks guys, this is really helpful.

I'm going to work on it and upload it in the coming weeks
Pirate Myke
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Posted: 6th Jan 2017 17:49
Excellent. Good luck.
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Wolf
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Posted: 6th Jan 2017 23:52
Quote: "When i set it to static, there is no light, also not after lightmapping"


Static lights will only appear after ramping up the "surface level" slider.
Earthling45
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Posted: 7th Jan 2017 04:53
Quote: "Static lights will only appear after ramping up the "surface level" slider."


Wolf, thumbs up, had to make the light sourse stronger before baking, but it works.
The light does not shine through walls now, but another problem surfaces, i've used the door from rolfies interactive pack, but after baking the moonlight shines through a closed door
is there another setting that must be changed?
I have lightrays at zero and also ambience and shadows are 0
Anubis
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Posted: 7th Jan 2017 07:21
Lightmapping only applies to Static entities.. So any Dynamic Entity will be left out of the (LM)process.. hence the moonlight shines through a closed door..

You cannot change this with a simple setting. The only 'solution' i see for now. Make sure another static entity blocks the door with it's shadow.. and even then... the (dynamic) door would still contrast against the static (light mapped) entity surrounding it.. only the shadows are take care of this way.
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Earthling45
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Posted: 7th Jan 2017 13:26
Quote: "You cannot change this with a simple setting"


Perhaps, if i set it to static temporary for lightmapping, that should be possible i think
Also something to work out, when i'm finished with redoing the cottage i'll make a stand alone of the scene.

It will take some time because my kitten always sits in front of me on the keyboard when she is awake, not very useful when i'm busy with the cottage.
Her way of saying, "hey, i'm awake, now play with me".

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Anubis
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Posted: 7th Jan 2017 13:51
Quote: "Perhaps, if i set it to static temporary for lightmapping"


Tried that before. And this approach has several drawbacks.

One of them would be.. when you open your (dynamic, static LM) door.. the Static LM Texture would still be there, as if the door is closed.
Also you will get glitching textures.. the Dynamic entity texture and the LM texture will fight for visibility. (after turning the door back to Dynamic). Two textures (or actually 2 different Shaders) for the same entity..
And more..
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Earthling45
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Posted: 7th Jan 2017 22:56
Then i'll adopt your approach by putting a static item in front of the door before light mapping.

Thanks Anubis

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