
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 29, 2013 11:19 AM
Msg. 1 of 18
So When i run lightmaps on a map, it renders them for the structure. But objects like trees\rocks\crates\bipeds don't render shadows. In game, i have shadows enabled, vehicles have them, but biped don't. Is there something wrong with the shader_environment? Is it something with the biped and scenery models, or collision models, or the fact that they're animated scenery? I just don't understand why it's doing this. Any help is welcomed. Thanks, guys.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jan 29, 2013 12:45 PM
Msg. 2 of 18
Scenery objects don't cast shadows. They would if you made high quality lightmaps. Idk why biped doesn't cast shadow. Are you using original spartan?
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 29, 2013 12:45 PM
Msg. 3 of 18
If you want some good object shadows, try lighting your map with Aether.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 29, 2013 01:22 PM
Msg. 4 of 18
If you want your sceneries to cast (ugly) shadows, you will have to recompute the lightmaps after having them placed. For the biped not having shadows, it's an error from bounding radius or offset or w/e at the top of the tags
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 29, 2013 01:31 PM
Msg. 5 of 18
It's MP, 1 BSP. I ran lightmaps after placing all scenery. I know the biped won't have shadows in FP, that's why i was looking at another biped i placed. Shadows are enabled in video settings of halo.
1: The command i used was "tool lightmaps levels\isolated\isolated isolated 0 0.001" and the map is multiplayer. 2: i'll try to upload them within the hour. 3: All scenery is doing this. No shadows for any of it, animated or not. I'm sorry if my list was confusing. 4: Not to my knowledge, it has done this since i compiled lightmaps. 5: "Warning 8 clusters in structure_bsp "levels\isolated\isolated" have no backround sound of sound environment." that's it besides "couldn't read map file blah blah blah."
@altis: different biped, same collision. And that's what causes shadows.
@bourrin: i'll go try tinkering with it to see what i can find out. Thank you. Edited by grunt_eater on Jan 29, 2013 at 01:33 PM Edited by grunt_eater on Jan 29, 2013 at 01:40 PM
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Jan 29, 2013 01:36 PM
Msg. 6 of 18
1: The command i used was "tool lightmaps levels\isolated\isolated isolated 0 0.001" and the map is multiplayer.
The number "0" means you are running low-quality lightmaps. Use "1" to do high quality ones. So:
"tool lightmaps levels\isolated\isolated isolated 1 0.001"
I'm not sure if that'll do scenery though, i think you might need a 3rd party lightmap renderer to do that. Edited by Koo294 on Jan 29, 2013 at 01:41 PM
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Jan 29, 2013 01:50 PM
Msg. 7 of 18
Quote: --- Original message by: LestatQuote: --- Original message by: Koo294 The number "0" means you are running low-quality lightmaps. Use "1" to do high quality ones. While this is true, this would produce at least SOME distinguishable shadows. (I trust OP understands the difference and isn't claiming low quality lightmaps are equivalent to none.) What concerns me is the passes (0.001). If your level is very large or contains the max number of objects, having a low threshold for passes may cause radiosity to not even attempt to do some of the objects' shadows. This is somewhat rare, but can happen. Always attempt a good, final lightmaps before complaining that the lightmaps are broken! That's not quite right. The lower value is better, as it begins at 1 and counts down to 0, and so 0.001 is quite a high value (for some reason you can't actually choose 0 in tool, only sapien).E: misread. Edited by Koo294 on Jan 29, 2013 at 05:22 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 29, 2013 02:38 PM
Msg. 8 of 18
Quote: --- Original message by: LestatQuote: --- Original message by: Koo294 That's not quite right. The lower value is better, as it begins at 1 and counts down to 0, and so 0.001 is quite a high value (for some reason you can't actually choose 0 in tool, only sapien). Trust me I know how it works. The crappiest is 0.999999. The best is 0.000001. "0.001" Is just under half of what would be considered final, and in many cases isn't enough (if the map is very large or contains tons of objects). best quality is 0.00001 for tool and 1 (radiosity_quality 1) in sapien... I think the 0.xx defines somehow the accuracy of the lightmaps computed
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Jan 29, 2013 05:18 PM
Msg. 9 of 18
Quote: --- Original message by: LestatQuote: --- Original message by: Koo294 That's not quite right. The lower value is better, as it begins at 1 and counts down to 0, and so 0.001 is quite a high value (for some reason you can't actually choose 0 in tool, only sapien). Trust me I know how it works. The crappiest is 0.999999. The best is 0.000001. "0.001" Is just under half of what would be considered final, and in many cases isn't enough (if the map is very large or contains tons of objects). Ah yes, I thought you were saying he should use a higher value.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 29, 2013 08:36 PM
Msg. 10 of 18
Quote: --- Original message by: Mootjuh
I'd say you use Aether to do the lighting, it's much better baking lightmaps in 3ds max than running radiosity, it also saves some time. Edited by Mootjuh on Jan 29, 2013 at 04:25 PM No has :/ I'm rerunning lightmaps with the values given, i'll come back with updates on how it worked. Edited by grunt_eater on Jan 29, 2013 at 08:37 PMEdit: so i started the process around 8:30 last night, let it run all night, and checked it this morning...Still now done, and tool ran out of memory so it started deleting the text at the top 0_0 The map really isn't all that big. About the size of bloodgulch, maybe smaller. Edited by grunt_eater on Jan 30, 2013 at 10:57 AM
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Sceny
Joined: Nov 20, 2010
Awesome Faggot!
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Posted: Jan 30, 2013 01:21 PM
Msg. 11 of 18
'merge-scenery' to bsp, then re-run lightmaps.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 30, 2013 10:39 PM
Msg. 12 of 18
... Still processing lightmaps -_-... IT'S NOT THAT PIG OF A MAP! Lol.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 31, 2013 08:54 AM
Msg. 13 of 18
What do you mean?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 31, 2013 09:56 AM
Msg. 14 of 18
Hmmm. Map has a few rocks and trees. My processor isn't the greatest. And looking back on it, the map does have a decent poly count. It's like lightmaps is counting down. It started in the 10 thousands, now i'm down to 1 thousand something, and it just seems to be going down. Lol. Hopefully when it reaches zero it'll be complete, not say one face is done or something :P
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 1, 2013 12:06 AM
Msg. 15 of 18
No, no more changes to that. Vehicles, bipeds. they'll be added\changed. But BSP scenery will remain the same.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 1, 2013 10:07 AM
Msg. 16 of 18
Quote: --- Original message by: reach_noble_eduardo117 lol its very simple to have lightmaps duh! tool lightmaps test-levels\test-mapfolder\test-mapname test-mapname 0 0.9 I'm not saying i don't have lightmaps. I'm saying that when i render lightmaps, it's ignores scenery objects or bipeds(doesn't render shadows for them). They have collision geometry, everything seems fine, just no shadows. Edit: Countdown has reached 0.000005 Edit2: lightmaps finished.Fixed a lot of the scenery shadows, but still none for bipeds. I tested it with stock bips too and still nothing, looking into the sun tag now, then bsp\shaders. New development. If i enter a vehicle i have a shadow. If i exit i have one while the animation's playing but when i'm fully unloaded it's gone. lolwut? Edited by grunt_eater on Feb 1, 2013 at 09:25 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Feb 2, 2013 08:26 PM
Msg. 17 of 18
Have you checked to see if the flag is on/off for whether those objects cast shadows or not?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 2, 2013 11:26 PM
Msg. 18 of 18
The flag is off, i toggled it and saved just to be sure, but still nothing. I had to set the bipeds bounding and render bounding radius to the same as the warthogs >_> But they cast shadows now :P Sigh...
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