Product Chat / Weird Lightmapping problem

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SorrowCrown
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Posted: 11th Sep 2017 22:49 Edited at: 11th Sep 2017 22:50
Hi all.

I was playing little bit with GG but i have weird problem with lightmapping. As you can see on picture when i create room and put there static light inside - white light, range 500 and hit F4 i get this result. Shadows are pretty low quality and floor and walls get these weird colors. It looks pretty awful :/. When i use same textures in FPSC x9 they look soooo much better. I have _D, _S and _N dds files of textures. But every one texture i create for my project i get the same results. Can anyone help or give some advice? Thx all.



SorrowCrown
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synchromesh
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Posted: 12th Sep 2017 01:10 Edited at: 12th Sep 2017 01:11
Is this the Beta ?
If not just hold out for the update ... The DX11 conversion will probably be different again.
If it is the beta then the light mapper is still WIP
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: 12th Sep 2017 08:34
Thx for reply. Im using latest build, not beta . So then I must wait for upcoming update, hope it will be better . And is there some way to make it better through setup.ini in this build ?
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Belidos
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Posted: 12th Sep 2017 08:44 Edited at: 12th Sep 2017 08:45
I think the strange colours/bumps on the walls and floor might be the engine exaggerating the normal maps (can't be sure without seeing the same scene without lightmapping), i think it's the surface level that effects these, try playing with the surface levels a bit and see if that helps. You can also turn off surface level effecting normals via the settings.txt in your shaders/reloaded folder, i can't remember which line it is but it's commented, just put a // in front of the line.

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LeeBamber
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Posted: 12th Sep 2017 12:29
The settings inside SETUP.INI you are after are here:

lightmappingquality=500
lightmappingblurlevel=100
lightmappingsizeterrain=2048
lightmappingsizeentity=1024
lightmappingsmoothangle=45

The best ones to play with for the result you want is lightmappingquality and lightmappingsizeentity as these control the fidelty of the shadow cast and the size of the texture plate you are writing to. For example if you set lightmappingsizeentity to 4096 you will get much higher resolution shadows per polygon in your scene. Be aware that entities with large polygon areas will suffer the most from the lightmapping process.
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SorrowCrown
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Posted: 12th Sep 2017 22:08
Hi.

@Belidos
I will post same scene here tommorrow and i can also include _D _N _S textures if i am making them right..it may be my mistake here somehow maybe . And ill try to play more with settings and post a picture here. Thx for advice.

@Lee
Yes these are the settings i was looking for, thank you. I will play with them a bit and hope that i will make it better and i hope i will post picture here with better results.
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SorrowCrown
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Posted: 13th Sep 2017 15:14 Edited at: 13th Sep 2017 15:15
Ok so i took a picture of room before lightmapping and after.

Before:


After:


And i uploaded also textures if they are not bad if you can give some advice. I also changed two things in setup.ini:
lightmappingsizeentity=1024
lightmappingquality=1000

Thx.
Intel core i7- 4790s, 16gb ddr3 RAM, MSI GTX 1060 6 GB ddr5.

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