Product Chat / Object rotates when lightmapped

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Avenging Eagle
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Posted: 27th Apr 2017 21:19
So here's an interesting (and annoyingly intermittent) one. I'm really proud of this crashed Chinook model I made, and in test game it looks fine.


However, when I lightmap it, it appears to have rotated by 90 degrees. Except it hasn't. The collision still works for the model in its original position, the rotation is visual only...meaning it is possible to walk through parts of the 'rotated' model.


I read somewhere adding "resetlimbmatrix = 1" might fix this, but it doesn't seem to. Frustratingly, if I put the Chinook into a map on its own and lightmap it, it doesn't rotate.

Any ideas? It is most frustrating

AE
Jerry Tremble
GameGuru TGC Backer
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Posted: 27th Apr 2017 21:28
Is it scaled in the fpe?
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granada
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Posted: 27th Apr 2017 21:28
Sounds like this might be one to zip up and send to lee to sort out,great looking model by the way.

Dave
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Cylo
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Posted: 27th Apr 2017 22:14
Still a lot of problems with lightmapped models...
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OldFlak
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Location: Tasmania Australia
Posted: 27th Apr 2017 23:14
Yeah, soory can't help with your problem.

I had this same thing happening for some trees I was making a while back.

They all worked fine until lightmapped, then they would all be laying down like someone had run through the map with a chainsaw. But since it only happened to the trees I figured it was just something I was doing wrong.

I still find the lightmapper breaks more stuff than it makes look cool so I just don't use it atm. But again it is probably just something wrong my end lol.

Great looking model, hope you get the issue sorted.

Reliquia....
aka OldFlak
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Pirate Myke
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Location: El Dorado, California
Posted: 27th Apr 2017 23:17
Try adding these to the fpe files for it and then re lightmap. If you have a scale value of anything other then 100, then you will need to play with these numbers in the collision scaling. Are the bones in this?

collisionscaling = 120
resetlimbmatrix = 1
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Avenging Eagle
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Posted: 27th Apr 2017 23:44
No bones, no scaling (it's set to 100 in the fpe), but I will keep plugging away I guess...

AE
Belidos
3D Media Maker
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Posted: 28th Apr 2017 06:07
When I make models in blender this happens to mine if I have rotated it in object mode and forgot to reset the rotation to zero before exporting to X. Could that be the problem for you?

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Avenging Eagle
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Posted: 28th Apr 2017 07:39 Edited at: 28th Apr 2017 07:40
When I first add the Chinook to a map, it appears in the map editor pointing 'South' by default. I then had to rotate it carefully to fit within the area I created for it on my desert map. It suddenly occurred to me today that when it rotates during lightmapping, it's actually going back to its default orientation i.e. pointing 'South'. So I used a blank map, added two Chinooks, one pointing 'South' as per default, and one in roughly the orientation it is in my desert level.



And when I lightmapped, I got this:

(I purposely made the second Chinook float a bit, so that's not the lightmapper doing that)

As a workaround, I may have to rotate the Chinook within my modelling software before export so I can simply drop it in in the correct orientation. Or I could set it to dynamic so the lightmapper ignores it although (when I do that, it doesn't seem to want to cast shadows on terrain though...)

AE
wizard of id
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Posted: 28th Apr 2017 08:18
Check the FPE and make sure this is all 0 , should be fine then

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LeeBamber
TGC Lead Developer
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Location: England
Posted: 28th Apr 2017 10:06
@Avenging Eagle : Can you send me the model and the FPM level so I can see the lightmapper corrupting the orientation. I should have a fix/solution for you quickly enough
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Avenging Eagle
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Posted: 28th Apr 2017 13:38
Since the desert map is huge and relies on some custom media, I've sent you the flat FPM with the Chinooks in as pictured above. Hopefully you can recreate the error. Thanks for looking at this for me!

AE
LeeBamber
TGC Lead Developer
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Posted: 28th Apr 2017 21:53
Nothing received as yet. Ensure it goes to lee@thegamecreators.com, thanks!
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Avenging Eagle
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Posted: 30th Apr 2017 15:21
Have you downloaded the files, Lee? I have had a download confirmation from your email address but it is time-stamped before you posted the above message so I'm a little confuzzled.

AE
LeeBamber
TGC Lead Developer
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Posted: 30th Apr 2017 16:40
Was it the download entitled "strangeenvironments"? I receive quite a lot of stuff each day so unless the attachment comes with a small note as to what it refers (ideally with a forum link) when I next visit the forum there is a chance those two things don't connect.
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Avenging Eagle
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Posted: 30th Apr 2017 19:01
"Files for Lee.zip" I believe. Sorry for the nondescript name, I didn't think! The email was a WeTransfer link with the following message:

Quote: "Hi Lee,

Here's the Chinook files. Thanks for looking at this for me!

Scott (Avenging Eagle)"


AE
LeeBamber
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Posted: 3rd May 2017 01:04
Great stuff, found it, thanks!!
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Avenging Eagle
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Posted: 3rd May 2017 07:53
I had a little breakthrough myself over the weekend. That Chinook model is made of lots of separate meshes by default (the hull, propellers, seats etc.) but when I merged them all together into a single mesh and exported, I didn't get the rotating problem.



Having said that, the interior of the Chinook (yes, it has an interior) now exhibits some slight lightmapping artefacts. Check out the seats (because the Chinook is tipped on its side, they are on the 'floor') in this pic and how they have weird highlights.



AE
Belidos
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Posted: 3rd May 2017 07:59 Edited at: 3rd May 2017 08:03
Quote: "I had a little breakthrough myself over the weekend. That Chinook model is made of lots of separate meshes by default (the hull, propellers, seats etc.) but when I merged them all together into a single mesh and exported, I didn't get the rotating problem."


That kind of goes back to what i was saying earlier, it sounds like the global rotation wasn't zeroed before the model was exported. GameGuru really doesn't like non-zeroed rotation on models, it tries to zero it itself, which causes this sort of thing to happen. What modelling program are you using?

Quote: "Having said that, the interior of the Chinook (yes, it has an interior) now exhibits some slight lightmapping artefacts. Check out the seats (because the Chinook is tipped on its side, they are on the 'floor') in this pic and how they have weird highlights. "


That might possibly be the thickness of your geometry. GameGurus lightmapper needs all "walls" opposing faces to be a minimum of 5 to 10 units thick to register as solid for the light mapper, anything thinner will cause sunlight and shadows from sunlight to project beyond the "wall", and will cause other weird artifacts..

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