Product Chat / Pre baked Lightmapping problem/ Lights not reflecting on Objects

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Mongo Knight
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Posted: 11th Jan 2019 15:26
Hello!
I have a problem with the pre baked light mapping. So, I set a static entity and static light in front of it and hit Shift+F3 in Test Mode. The light reflects nicely off walls, the object casts shadows, all good and dandy. But the light does not reflect off the object like it does on the walls.
So using for example a lamp for a lightsource looks nothing like it should. I attached some screenshots of the editor, an ingame screenshot and a screenshot of a light reflecting off a wall in the way it should off an object aswell.
Ive seen this video and there it just works the way I want it to, but I just cant get it to work, what am I doing wrong?
https://www.youtube.com/watch?v=d6-7m6QLQMA&t=568s (8:25)

Thank you

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Mongo Knight
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Posted: 11th Jan 2019 15:31
Also, when I use the flashlight and point it towards the object, it looks the way it should. But this effect should occur without the flashlight, right? Im out of ideas here.

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Bolt Action Gaming
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Posted: 11th Jan 2019 15:46 Edited at: 11th Jan 2019 15:46
So a few things:
1) static lights are weaker than dynamic lights
2) you should use an illumination map
3) can we see the object properties for the object in question?
4) did you try combining a dynamic light with the static lights?

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Mongo Knight
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Posted: 11th Jan 2019 16:13
Okay, so combining static and dynamic lights pretty much sorted it out. So youd have to place a dynamic light where the lightsource actually is and a static light, to what you actually want to illuminate (like a room eg). But isnt there a limit to how many dynamic lights you can place (like 5 or something?) or was that just when using real time lighting?
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Wolf
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Posted: 11th Jan 2019 16:22
May I ask what version you are currently running?

And yes, these objects require emissive maps for them to emit light. That lamp should have those though...that drink machine does not.
You should also check if the proper shader line (effectbank\reloaded\entity_basic.fx) is added to the models fpe. (do this while gg is not running). FPE files can be edited with notepad

Here is a tutorial.
Mongo Knight
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Posted: 11th Jan 2019 16:29
That line seems to exist in all of the entities ive tried so far, so that couldnt have caused the issue. I use...er...the newest version? doesnt steam update this automatically?
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Avenging Eagle
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Posted: 11th Jan 2019 19:07 Edited at: 11th Jan 2019 19:09
Quote: "doesnt steam update this automatically?"


Depends what version you're subscribed to. By default, most users have an older version pre-directX11. Most of us forum users, however, run a more experimental build ('public preview' or 'beta') which is less stable but has newer features like directX11 shader support. Depending on whether you're running an X9 build or X11 build, your lightmapper will behave differently, and your textures will need to undergo a name change.

EDIT: Your test game diags show the Water sliders, so I'm guessing this is a X11 build.

AE
Mongo Knight
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Posted: 11th Jan 2019 20:18 Edited at: 11th Jan 2019 20:18
So actually a lot of the entities didnt have the (effectbank\reloaded\entity_basic.fx) line in them. I added the line to every single item in a little room i made and I encountered this bug.
They cast shadows now but whats going on with the textures? They flicker like crazy when the player moves.

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Teabone
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Posted: 11th Jan 2019 21:24
Do FPE file modifications to shaders actually update entities already in the map? Did you have to remove and replace these entities?
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Mongo Knight
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Posted: 11th Jan 2019 21:38
Im gonna try replacing the entities tomorrow. And ill tell if it worked or not
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Mongo Knight
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Posted: 12th Jan 2019 12:42
So the problem is still there, even after replacing all of the entities. The texture is spazzing out when the player is moving. Any ideas?
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GraPhiX
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Posted: 14th Jan 2019 10:00
First of all before you change the shader file please be aware PBR assets require apbr_basic.fx shader, entity_basic.fx is for the pre DX11 assets. mixing shaders is not a good idea if you want to use the old shader you need to set pbroverride=0 in your setup.ini

and to follow on what was said before you would get better results making illumination maps for the vendor machines.
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Mongo Knight
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Posted: 14th Jan 2019 10:53
I did set pbroverride=0 and now everything becomes invisible as soon as I pre bake the lightmapping in game. So Entities, EBE structures etc.
What could be the cause of that?
Oh and sorry for opening another thread on this.
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