
Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Feb 3, 2011 11:49 AM
Msg. 1 of 9
Hello does anyone know how to fix this lightmaps error?
Couldn't read map file './toolbeta.map' i'm going to render debug lightmaps for triumph of levels\triumph\triumph, and i 'll stop when red+blue+green = 0.900000. Hit control-c now if this isn't right. WARNING: 1 clusters in structure_bsp levels\triumph\triumph have no background s ound or sound environment. start levels\triumph\triumph radiosity error: degenerate triangle [or triangle with bad uvs] (see blue in err or geometry) failed levels\triumph\triumph done
What I'm guessing is that it's degenerate triangles because when I delete and re-create the triangles that are blue in the .wrl the structure changes. What I mean is it goes from ### WARNING found #10 degenerate triangles. to ### WARNING found #8 degenerate triangles. to ### WARNING found #6 degenerate triangles.
Is what I'm doing correct and once it reaches 0 the lightmaps will work?
I'm just guessing.
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Feb 3, 2011 01:16 PM
Msg. 2 of 9
Yeah, you should just try to get that count to 0, then it should work.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Feb 3, 2011 01:35 PM
Msg. 3 of 9
Ok I fixed all of them but I still get the radioisty error? There is no errors in the structure and the .wrl is gone, so... Also I created this using a plain and built it up. (Higuy's terrain tutorial)
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 3, 2011 08:22 PM
Msg. 4 of 9
import the debug.wrl into max/gmax re uvw the blue marked areas.
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Feb 3, 2011 08:25 PM
Msg. 5 of 9
Yep, use the debug.wrl and fix your errors. These errors can usually he fixed by remapping the texture or unwrapping it properly, but sometimes a last resort can be to recreate or modify the actual face and then retexture it. I've had to use all these methods before.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Feb 3, 2011 08:34 PM
Msg. 6 of 9
I thoght debug.wrl was for non maps, so is it for lightmaps?
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Feb 3, 2011 08:40 PM
Msg. 7 of 9
Debug.wrl stores information about UV and other weird errors for your bsp. It will function just like mapname.wrl so use it to help fix problems with lightmaps and clusters.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Feb 3, 2011 08:45 PM
Msg. 8 of 9
Good news and bad news: Good: Got it fixed :). Bad: spent hours to fix when I was doing it all wrong. But anyway THANKS
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Feb 3, 2011 08:47 PM
Msg. 9 of 9
Anytime. Good luck. 
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