Happy New Year.
Every since the DX11 rewrite of GG, I have written off the lightmapper as entirely broken. There has been some talk about dynamic shadows being implemented at some point but that has not come to pass yet. What happened whenever I tried lightmapping my old maps was that all textures ended up flickering, entire models would show up pitch black, specular maps would read entirely wrong and some objects where scaled wrong or misshapen.
So I've pretty much deemed it a lost cause until GG user
BOD mentioned somewhere that he has been lighting his scenes ever since and that even larger areas would work perfectly reasonable. Now his screenshots where a bit too dark with fire decals seeming unusually dim. I assumed that was some wrong setting on his part but later found out that the lightmapper seems to work a bit different than it used in the X9 version. The colors are different and more pronounced and you will find that it does indeed end up rendering the lightmaps rather dark.
So I ran a few tests, my first test was extremely simple. Just some architectural props by wizard of id and 2 of my own together with 2 lightsources. I left the default texture resolution of 1024 in the setup.ini, deactivated terrain rendering and off it went.
The result was just a flickering mess...however synchromesh (I think) once mentioned that I'd need to exit test game and enter again to see the results displayed properly...and that worked. There was indeed a lightmapped scene.
Rather energized by this find, I opened up another small map from the discontinued project "Skrye" and tried mapping it as well. And, to an extend, it worked as intended. Colors are different and the shaders do look different as well. For comparison I will add the old X9 lightmapped scenes as well.
X11 Version Render
2018 X9 Version Render
X11
X9
So to clarify: In order to get the lightmaps to work you need:
Quote: "bake your lightmaps (shift and f3), exit test game mode, reinitialize test game mode, (maybe swap back and forth from real time render to pre-bake), results.
"
Now rather intrigued by this I opened a complex map, with more involved architecture and some gameplay already present. Sadly, this map did not load as intended at all and ended up being more akin to what I used to see in earlier tests.
For comparison, here is the scene in the X9 lightmapper:
So, this is where I hope some of you come in!
This shows that the lightmapper does indeed, to some extend, work. However not always and I would like to determine how to operate it and if it can be used reliably at all. So if you have a few minutes to spare and a couple scenes that you wish to try baking, I'd really love to hear from you and see your results. I will certainly look into this further and update this thread if I find anything.
If you do share your content, please let us know your settings (what texture resolution? Did you use PBRoverride?)
In case you don't know what I am talking about,
here is a tutorial.
Also note that this is about baked lighting only, not dynamic lighting
Thanks!
Cheers!
-Wolf