Product Chat / Lightmapper bugs

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Avenging Eagle
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Posted: 13th Mar 2021 18:24 Edited at: 13th Mar 2021 18:26
Has anyone come across solutions to the following bugs?

Exhibit A:
Look at this chandelier. It's under a roof, and that roof is under a dome. The sun shouldn't be able to get in, and when there's no lights in this area, it's pitch black. But as soon as I add some static lights, the chandelier starts to cast a shadow from the sun. Its fpe says castshadow = 0, which should mean it's not affected by the sun, but the shadow is still there.





Here's the fpe for reference - could it be something in there?


Exhibit B:
I've got this tiny little marker entity that runs a script when the player gets close. The entity itself is extremely simple and has a single texture. It worked in previous iterations of the lightmapper.



Now, whenever I try to lightmap the level containing this entity, it fails during the loading phase before any maps have been created, resulting in my level disappearing (or going back to real-time lighting).



Here is the fpe, in case it's something I'm doing wrong:


This is not the only entity I have the causes this error, I've also had it with stuff from my Volumetrix light rays pack. What's going on here?

AE

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Wolf
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Location: Luxemburg
Posted: 13th Mar 2021 19:30
The shadow bug can be solved by setting the shadow slider to 0
Avenging Eagle
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Location: UK
Posted: 13th Mar 2021 19:46 Edited at: 13th Mar 2021 19:47
Thanks Wolf, just discovered that myself

Another issue, Exhibit C:
This fireplace is made of two entities; the fireplace proper and a square looking chimney which I've stacked on top of itself multiple times to achieve the desired height. The problem is the fireplace and the first section of chimney do not receive any lightmapping for some reason, but the rest of the chimney does.



How strange.

AE
synchromesh
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Posted: 13th Mar 2021 20:01
Quote: "The problem is the fireplace and the first section of chimney do not receive any lightmapping for some reason, but the rest of the chimney does."

Not set to dynamic are they ?
If so the light mapper ignores them.
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Avenging Eagle
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Posted: 13th Mar 2021 20:41
I'm aware, but no, they are all set to static.

AE

Belidos
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Posted: 14th Mar 2021 08:07
castshadow = -1 is shadows off
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Avenging Eagle
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Posted: 14th Mar 2021 09:32
castshadow = -1 is ignore lightmapping altogether (so, treat it like a dynamic object) and that's the thing; I still want the object itself to be lightmapped, I just don't want it to cast a dynamic shadow like it is now.

AE
Teabone
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Posted: 14th Mar 2021 15:34
For me the lightmapper just flips all my walls sideways. Still haven't figured out whats causing that yet.

What lightmapper mode are you using by the way?
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Avenging Eagle
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Location: UK
Posted: 14th Mar 2021 17:13
I've taken to using F3 as F4 was giving me some unstable results (entire objects not lightmapping, flickering textures on some objects).

I've now posted these issues to GitHub to hopefully get some more clarity on whether it's user error or engine bugginess.

AE
synchromesh
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Posted: 15th Mar 2021 01:06 Edited at: 15th Mar 2021 01:07
Quote: "I've taken to using F3 as F4 was giving me some unstable results"

Ye to be honest "F4" has been redundant now quite a while now as occlusion is dealt with either in the properties for individual items or the Tab menu. F3 would be the best selection.
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DVader
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Posted: 15th Mar 2021 01:36
Always used F3, F4 is a lot slower and I considered it possibly for a final version only. So not really noticed any bugs myself with F4 option. Never get that far

Lightmapping is annoying, works great in the main, but not quite... Also increases map size significantly, which is not good when waiting for GG maps to load. I gave up on it years ago in honesty. Which is a shame as it can look much better than GG's real-time lighting.
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