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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Lightmap error

Author Topic: Lightmap error (9 messages, Page 1 of 1)
Moderators: Dennis

bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 18, 2013 11:49 AM    Msg. 1 of 9       


Any clue about what's happening ? I tried to compute the lightmaps in both sapien and Tool.
They looked good until I used the radisoity_save command...


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 18, 2013 12:13 PM    Msg. 2 of 9       
Could be the shader. Try going into guerilla and chacking the box in the shader tag that says "simple paramiterization" and save. Recompile lightmaps and see if it fixed it. That's my best guess.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 18, 2013 12:30 PM    Msg. 3 of 9       
Quote: --- Original message by: grunt_eater
Could be the shader. Try going into guerilla and chacking the box in the shader tag that says "simple paramiterization" and save. Recompile lightmaps and see if it fixed it. That's my best guess.

Thats exactly what I didnt want to do because the shader in question is repeated multiple times on the ground...


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 18, 2013 01:54 PM    Msg. 4 of 9       
And simple paramiterization breaks that? oh, didn't know that :/ Hmmmmm. Idk what to tell you then, dude...Sorry.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 18, 2013 01:58 PM    Msg. 5 of 9       
Sometimes simply toggling that flag will fix it.


Tape City
Joined: Nov 14, 2012

New Flyer 2306: The Howler Monkey Bus


Posted: Jan 18, 2013 03:50 PM    Msg. 6 of 9       
Did you run a full radiosity?

If you didn't this may be your problem.
I didn't run a full radiosity on a map mod and I had this happen. I ran it again all the way and the problem went away.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Jan 18, 2013 04:19 PM    Msg. 7 of 9       
Quote: --- Original message by: bourrin33
Quote: --- Original message by: grunt_eater
Could be the shader. Try going into guerilla and chacking the box in the shader tag that says "simple paramiterization" and save. Recompile lightmaps and see if it fixed it. That's my best guess.

Thats exactly what I didnt want to do because the shader in question is repeated multiple times on the ground...


Well, you may want to change that to a standard ground shader with detail maps. Not hard, just a simple UV edit it looks like on your end. It's never good to have repeating textures for your terrain.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 19, 2013 08:50 AM    Msg. 8 of 9       
Quote: --- Original message by: Tape City
Did you run a full radiosity?

If you didn't this may be your problem.
I didn't run a full radiosity on a map mod and I had this happen. I ran it again all the way and the problem went away.


what do you mean by "full" ? I said I tried to run it in total quality in sapien and in tool, until the counter of things reaches 0 0 0...

Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: bourrin33
Quote: --- Original message by: grunt_eater
Could be the shader. Try going into guerilla and chacking the box in the shader tag that says "simple paramiterization" and save. Recompile lightmaps and see if it fixed it. That's my best guess.

Thats exactly what I didnt want to do because the shader in question is repeated multiple times on the ground...


Well, you may want to change that to a standard ground shader with detail maps. Not hard, just a simple UV edit it looks like on your end. It's never good to have repeating textures for your terrain.


in fact it's a repetition of "ground shaders with detail maps", I'd bake the old terrain on a newly unrapped ground, but the problem is that I lost the source.

I reverted back to the half symmetrical lightmap, it's not so important. I think the error happens because it's on the same smoothing groups, and experience tells me radiosity bitmaps are separated by smoothing groups or something like this.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jan 22, 2013 09:49 AM    Msg. 9 of 9       
Any changes? I get plenty of these weird skid marks all over my mesh. Highest I've gone with lightmaps is 1 0.4, though. I'm inclined to agree with your hypothesis; that is, that smoothing groups are the problem here.

 

 
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