Product Chat / Lightmaper problem

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Team wolf
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Posted: 17th Jan 2017 15:59
When you have in the scene a static object and a real time light when you bake the lights the object apear flat shaded even so its been smooth shaded.
i set the barel to static and backed with a real time light.

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Pirate Myke
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Posted: 17th Jan 2017 17:16 Edited at: 17th Jan 2017 17:17
set the entity shader to highest and see if that helps.

GameGuru lightmapping and smoothing groups do not blend well.

There is a setting in the setup.ini file that will change the smoothing angle during light mapping.
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LeeBamber
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Posted: 17th Jan 2017 17:36
That's the limit of the current 'nasty' light mapper. You can try increasing the lightmap resolution settings in SETUP.INI for better smoother light mapped objects.
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Stab in the Dark software
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Posted: 17th Jan 2017 19:02 Edited at: 18th Jan 2017 14:49
Actually I have found the problem is with the models normals and smoothing
groups. If you attach the model I will fix it and you can see the difference.
I have found that the light mapper works quite well if the smoothing groups
are correct. The problem is that most modeling programs do not make it easy
to create correct smoothing groups or loose them on export or import.

I probably should create a video on how to fix the smoothing groups, I could use your model
for the video.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Team wolf
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Posted: 18th Jan 2017 05:34
the model is a barrel build in the game guru
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LeeBamber
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Posted: 18th Jan 2017 11:36
@Stab: If you can recommend the 3D modeling tool you use to correct the smoothing groups of the barrel, I can give it a go and maybe produce a video. I have seen this artifact a few times but assumed it was the light mapper creating a lightmap texture slice too small to account for the light changes between polygons as the angle changes. Nice to know it can be solved with some improved normals
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Stab in the Dark software
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Posted: 18th Jan 2017 18:40 Edited at: 18th Jan 2017 18:41
@TeamWolf
Ok, These are my results.
I have checked the barrel model and the normals and smoothing groups are
correct on all LOD meshes. I am unable to duplicate your results of a flat shaded
barrel in GG using Light mapping. See attached pic. I have no idea how you got GG
to flat shade the barrel.

@Lee
I use Fragmotion and Wings3d together. The concrete pipe is a GG model which does have
incorrect smoothing groups which would be good for a video. They can probably be fixed
in Blender and 3dsmax, but since I do not use them I am not sure of the process.
If you want I can still make a video using Fragmotion and Wings3d.
The coffee is lovely dark and deep,and I have code to write before I sleep.

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Team wolf
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Posted: 18th Jan 2017 19:33
Use a static entity then light it up with real time light and then bake lights if you bake static with static or real time with real time the problem not acccurs
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Preben
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Posted: 18th Jan 2017 19:52
stab: the barrel in your picture is not light mapped , properly set to dynamic
best regards Preben Eriksen,
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Posted: 18th Jan 2017 20:14 Edited at: 18th Jan 2017 20:16
Ok, Screenshot shows 1 dynamic and 1 static and light mapped.
I still do not get flat shaded. Team Wolf what version of GG are you using?

@Preben
You are correct in that screen shot barrel is dynamic. I attached wrong screen shot.
The coffee is lovely dark and deep,and I have code to write before I sleep.

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Team wolf
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Posted: 18th Jan 2017 22:13
the latest from steam.the Light was dynamic in your test?
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Stab in the Dark software
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Posted: 19th Jan 2017 04:17
I did not add any lights in my tests. I think I misunderstood your first post.
Did you add a dynamic light? I will test that now.
The coffee is lovely dark and deep,and I have code to write before I sleep.
LeeBamber
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Posted: 19th Jan 2017 11:43
@Stab : A quick video on "Fragmotion and Wings3d" would be awesome, and it could be the subject for one of my longer Twitch broadcasts as it will add some perspective on art pipelines into the mix rather than relying solely on default 'as is' media. If I could also list it on the GameGuru tutorials page as well, that would help future users too.
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Stab in the Dark software
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Posted: 23rd Jan 2017 19:52
This is the shortest video I could make and still cover the subject. Lee you may post and list the video, and use it in any way you want. Hope this helps the GG users with the art pipeline.

@TeamWolf I can not seem to duplicate your results with that barrel?

The coffee is lovely dark and deep,and I have code to write before I sleep.
AmenMoses
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Posted: 23rd Jan 2017 20:41
Wow, that's the first time I've followed a tutorial on 3d modelling and it worked perfectly!
Been there, done that, got all the T-Shirts!

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Jerry Tremble
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Posted: 23rd Jan 2017 21:20
Thank you for taking the time to explain that, Stab!
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Stab in the Dark software
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Posted: 23rd Jan 2017 22:07
Quote: "Wow, that's the first time I've followed a tutorial on 3d modelling and it worked perfectly! "


I was concerned that it was to long and maybe hard to follow.
I am assuming that you fixed a model in your screen shot, looks good.
I had found that smoothing groups were a mystery until I started using Wings3D.
I should probably should do a video on a more complex object that requires more manual tweaking.
The coffee is lovely dark and deep,and I have code to write before I sleep.
AmenMoses
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Posted: 23rd Jan 2017 22:19
Yep, I downloaded the HDU model from the NASA 3d model repository but it was not smooth (it is supposed to be an inflatable habitat), followed your tutorial and it now looks fab.

Now all I have to learn is how to create the _D,_N and _S maps from the rather low quality jpeg texture that came with it!

Been there, done that, got all the T-Shirts!
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3com
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Posted: 23rd Jan 2017 22:20
Quote: "I should probably should do a video on a more complex object that requires more manual tweaking."

Nice!
Thanks for the useful tuto Stab

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Stab in the Dark software
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Posted: 23rd Jan 2017 22:34
Quote: "Now all I have to learn is how to create the _D,_N and _S maps from the rather low quality jpeg texture that came with it!"


Hmm, I could do a video on that using Gimp.
Can you attach the jpeg?
The coffee is lovely dark and deep,and I have code to write before I sleep.
AmenMoses
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Posted: 23rd Jan 2017 23:46 Edited at: 23rd Jan 2017 23:49
Better than that I already converted it to png and improved it a bit in Gimp.

The model comes in two parts btw.

There are some pipes on the base (Part2) which could do with improving like you suggested above.
Been there, done that, got all the T-Shirts!

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Earthling45
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Posted: 24th Jan 2017 00:32
Quote: "I was concerned that it was to long and maybe hard to follow."


To the contrary, it is very well explained and good to follow
I just found out that i can also do this in Sketchup, have checked it in Fragmotion and the smoothinggroups are there.

Thanks for this tip.
Team wolf
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Posted: 24th Jan 2017 05:14 Edited at: 24th Jan 2017 05:15
I use blender the exported meshes i made have corected smoothing groops fragmotion show them smooth game guru show them smooth its when you lihtmap the the specular is flat shadet not the model if you completly remove specular even after lightmap the object is still fine but specular is a big thing you need to have specular in the scene.
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LeeBamber
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Posted: 24th Jan 2017 11:04
@Stab : Awesome video, really well explained! Thanks for letting me post it to the community videos section of the GameGuru site: https://www.game-guru.com/tutorials/1030?page=2

I have received a few emails now for the "specular flat-sided issue" and will be looking at that today, but not before grabbing the latest Fragmotion and Wings tools, they look very cool indeed!!
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