
OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 16, 2008 07:59 PM
Msg. 1 of 17
Any help with that one? I get no error in lights..nothing special in structure either but yet, it finished lightmaps in about 15 minutes( stays a 0.00000 until it says completed) and it's completly black. I openned debug_lighhtmap and made it all white, changed the path in Scenario_structure_BSP to my white lightmaps to no avail....
Structure:
03.16.08 19:18:25 tool pc 01.00.00.0609 ---------------------------------------------- 03.16.08 19:18:25 reference function: _write_to_error_file 03.16.08 19:18:25 reference address: 42ca20 03.16.08 19:18:25 Couldn't read map file './toolbeta.map'
Lights:
03.16.08 19:21:27 tool pc 01.00.00.0609 ---------------------------------------------- 03.16.08 19:21:27 reference function: _write_to_error_file 03.16.08 19:21:27 reference address: 42ca20 03.16.08 19:21:27 Couldn't read map file './toolbeta.map' 03.16.08 19:21:27 i'm going to render debug lightmaps for rpg_alpha5 of levels\coq\coq, and i'll stop when red+blue+green = 0.900000. Hit control-c now if this isn't right. 03.16.08 19:21:29 WARNING: 1 clusters in structure_bsp levels\coq\rpg_alpha5 have no background sound or sound environment. 03.16.08 19:21:29 start levels\coq\rpg_alpha5 03.16.08 19:21:40 0.000000 03.16.08 19:41:05 finished levels\coq\rpg_alpha5 03.16.08 19:41:05 done
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Mar 16, 2008 08:16 PM
Msg. 2 of 17
try sapien
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 16, 2008 10:41 PM
Msg. 3 of 17
It does say it creates a bitmap for it.. but it's totally black.
Tool lightmaps levels\coq\coq rpg_alpha5 0 0.9
If I write levels\coq\rpg_alpha5 rpg_alpha5 it jsut says done without doing anything. My JMS is RPG_Alpha5.JMS placed in the levels\coq folder( work title was coq until I changed name for RPG_Alpha5)
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 17, 2008 12:42 AM
Msg. 4 of 17
I didn't edit the sky. It's a custom one but it worked last week when i last ran lights
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Mar 17, 2008 10:49 AM
Msg. 5 of 17
do hand made lightmaps. open paint, create a huge pure blue sheet. place filled white boxes the sizes of each of the bitmaps within the lightmap bitmap. then compile that over your phailed lightmap :P (I normaly run lightmaps without a sky witch takes seconds, then I make my lightmaps witch is 500X faster :P)
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 17, 2008 06:23 PM
Msg. 6 of 17
I tryed that sort of. I opened Debug_lightmaps and selected everything that the alpha channel had made ''white'' and made it white... then changed it in Structure_scenario but it still was black
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 17, 2008 10:01 PM
Msg. 7 of 17
your skybox has +sky right.. and not another texture correct?
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 17, 2008 11:32 PM
Msg. 8 of 17
of course it does... I can see my sky perfectly from the map. Ity's just 100% unlit. using flashlight lets me see but thats all.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 17, 2008 11:50 PM
Msg. 9 of 17
oh. Redo structure.. or did you do that?
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 18, 2008 12:01 AM
Msg. 10 of 17
I did a couple of times^^ Trying lights again... I can't see what would be wrong. Edited by OpsY on Mar 18, 2008 at 12:06 AM
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someone not important
Joined: Sep 2, 2007
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Posted: Mar 18, 2008 12:38 PM
Msg. 11 of 17
Did you type all the radiosity commands in console in sapien?
Radiosity_quality [0 or 1]
radiosity_start
radiosity_save
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 18, 2008 05:42 PM
Msg. 12 of 17
I run lightmaps in Tool as I posted updwards. I tryed again to no avail, it takes about 20 minutes and itr creates a completly unlit BSP.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Mar 19, 2008 04:06 AM
Msg. 13 of 17
that happened to me once, can't quite remember what i did to fix it... I think i played around in guerrilla for a while.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 19, 2008 04:35 PM
Msg. 14 of 17
ill have to revert changes I guess.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 19, 2008 04:46 PM
Msg. 15 of 17
try a different sky.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Mar 19, 2008 10:44 PM
Msg. 16 of 17
SHADERS! that was it! The default shaders were screwy so I had to make new, custom ones.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Mar 20, 2008 08:39 AM
Msg. 17 of 17
Hmm... I'll have to try later on. i re ran bitmaps and it didn't help but hm..
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