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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Awesome lightmapping method error

Author Topic: Awesome lightmapping method error (19 messages, Page 1 of 1)
Moderators: Dennis

NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 4, 2012 01:44 PM    Msg. 1 of 19       
Well finally I finish my design of my new map, (I added a parkings,exits,armories and bases. Everything is underground except the bases and the exits), after compiling with tool. I open Sapien and i see everything awesome with no errors :D so here start the problem. I see the armories and parkings so DARK, the players won't be oriented and we are going to lose the time. 4 months ago i didn't know create light faces, after that I create a new thread cyboryxmen post 2 tutorials then i choose the first, i do everything like says.

Here's is the tutorial http://www.modacity.net/forums/showthread.php?13546-Advanced-High-Quality-Lightmapping
Edited by NOBLE_X6 on Feb 5, 2012 at 09:00 AM


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Feb 4, 2012 11:38 PM    Msg. 2 of 19       
You have ambiant light settings in the sky tag? Pre-rendering textures doesn't make them automatically make them emit light (in the game's eye)


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 5, 2012 08:56 AM    Msg. 3 of 19       
Quote: --- Original message by: yukonmuffin
You have ambiant light settings in the sky tag? Pre-rendering textures doesn't make them automatically make them emit light (in the game's eye)


my sky tag doesn't have "Ambient Light" ?


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Feb 5, 2012 01:36 PM    Msg. 4 of 19       
Quote: --- Original message by: NOBLE_X6
Quote: --- Original message by: yukonmuffin
You have ambiant light settings in the sky tag? Pre-rendering textures doesn't make them automatically make them emit light (in the game's eye)


my sky tag doesn't have "Ambient Light" ?

Open the sky in Guerilla, What are the Indoor and outdoor ambient light settings set to?


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 6, 2012 06:41 PM    Msg. 5 of 19       


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Feb 12, 2012 12:00 PM    Msg. 6 of 19       
Try increasing the indoor power, besides that I really don't know. Play with the settings as much as possible; get a feel for what they do.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 12, 2012 12:25 PM    Msg. 7 of 19       
yea, make the indoor ambient radiosity power around 0.15
Edited by Maniac1000 on Feb 12, 2012 at 12:25 PM


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 12, 2012 01:25 PM    Msg. 8 of 19       
Hi the 2 methods didn't work :( and I try the DEEhunter's method and didn't work too :L.

After try 2 times.The inside part of my base look's like this:


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 12, 2012 01:46 PM    Msg. 9 of 19       
oh, if you are using that lightmap method, you need to add lights in max where you need more light, i would assume.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 12, 2012 03:35 PM    Msg. 10 of 19       
Quote: --- Original message by: Maniac1000
oh, if you are using that lightmap method, you need to add lights in max where you need more light, i would assume.


but the lights are added obviously, but doesn't have collision.

http://www.modacity.net/forums/showthread.php?13546-Advanced-High-Quality-Lightmapping


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 12, 2012 03:45 PM    Msg. 11 of 19       
increase the "power"of the light emitting shaders


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 12, 2012 04:57 PM    Msg. 12 of 19       
Quote: --- Original message by: Maniac1000
increase the "power"of the light emitting shaders


Uh, the shader_transparent_chicago ? well let me try


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 12, 2012 05:00 PM    Msg. 13 of 19       
Sir, that's only going to work with sapien lightmapping

If you're using the 3ds max lightmapping you have to create a face and increase the power of the light that face emits in 3ds max.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 12, 2012 05:44 PM    Msg. 14 of 19       
That is what i thought.
Yea anything to do with the lightmaps settings in guerilla wont help you.
Do what qwerty said and turn up the lights in max or add more.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 12, 2012 08:04 PM    Msg. 15 of 19       
This is going to sound "Noob" if is that the word. But you can help me ?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 12, 2012 08:27 PM    Msg. 16 of 19       
the picture that you showed, it is of a light.
is there a light plane placed (in max)where the light is on the bsp?
Edited by Maniac1000 on Feb 12, 2012 at 08:28 PM


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 13, 2012 05:47 PM    Msg. 17 of 19       
.... I don't know about those things :S, but I think I don't have that.


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Feb 17, 2012 05:16 PM    Msg. 18 of 19       
When I used this method, I just set all the faces to be 100% self lit, and used a light radiosity setting and ran it in sapien. I only use this method for cinematic points, because it's tedious work making things look realistic.

EDIT: It's also a good idea to use this method on all scenery, seeing as it's probably going to have it's own bitmaps anywho.
Edited by yukonmuffin on Feb 17, 2012 at 05:20 PM


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 17, 2012 08:41 PM    Msg. 19 of 19       
Quote: --- Original message by: waffles
completely off-topic and stuff but you have his tutorial? all the links were down. mind sharing? :3
i could help out, but it sounds like your doing two different things... you don't even need to touch the radiosity or sky tags in guerilla to do aether lightmap stuff...


Thanks Waffles but I just want to do 1 thing. Create a better radiosity for my map. :)
If you want I can send you the model of my map, with the data and tags folder (data > levels > test > green_cliff / tags > levels > test > green_cliff).

 

 
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