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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Lightmaps not shading in-game models

Author Topic: Lightmaps not shading in-game models (4 messages, Page 1 of 1)
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Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Mar 17, 2012 07:17 AM    Msg. 1 of 4       
Apologies if this has been covered before, I couldn;t find anything in google - maybe I am using the wrong keywords...

From what I understand, the BSP shading from lightmaps on dynamic objects like vehicles and bipeds works by just shading them a darker colour when they are in the shadow, however on my current test map there is no appreciable change. The lightmaps themselves are fine, but nothing is getting shaded other than the environment. I see there is a section under the scenario tag for all the lightmaps colours and effects but I'm not seeing anything out of place... What have I done wrong?

Thanks in advance!


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Mar 17, 2012 12:59 PM    Msg. 2 of 4       
Nah, its not a custom sky, I think it's the one off blood gulch - either way, it's an original sky. It is a custom BSP, though, yes. I currently haven't put any materials on it (it's just the standard white, and I am beginning to think it might be something to do with it... I should get off my arse and bother to make a proper bsp)
The problem is there is no change in brightness of the models when I move from a shadowed area to a lit one, if that makes sense. Effectively if I had a sunny oudoor map and there was tunnel in it (which would be dark) the FP model would remain fully illuminated in the tunnel, along with any vehicles or bipeds and what have you.
I generated the lightmaps through tool, going to 0.0001 I think, but I don't think that's to do with it. Might try a different sky tag when I am next able.

I can't get a pic right now unforts, I'll try and get one tomorrow. Hope that explanation makes a bit of sense?

Yeah haha, I get the impression that lighting is sometimes a bit funny.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 17, 2012 01:35 PM    Msg. 3 of 4       
I remember lightmaps being 32bit causes everything to have a blue-ish tint.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 17, 2012 03:00 PM    Msg. 4 of 4       
set it to something like 16 bit or color key transparency in guerilla/kornmann/os guerilla and then try recompiling the lightmap through tool and then reimporting it through aether tools.

 

 
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