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Author Topic: OS Tool import-structure-lightmap-uvs problem (3 messages, Page 1 of 1)
Moderators: Dennis

cellista92
Joined: Jun 24, 2008

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Posted: Jul 10, 2013 10:38 PM    Msg. 1 of 3       
Alright so I'm working on a map from Zelda: Windwaker.

and... after baking lightmaps and everything... I run the OS Tool command to fix the lightmap UVs that were moved when flattened (right before before the lightmaps were baked).
This is what I get.



I tried doing the entire process without the 3ds UV flatten modifier, and the lighmaps come out fine, but with Halo's default crappy flattening.

the problem seems to be specific to certain areas (not textures) because I've tried several ways of going about the whole process and the same areas are always messed up.

Anybody know why this happens?

P.S. the shadow behind the lighthouse didn't get messed up like the ones on the rooftops did (and other shadows also came out fine)
Edited by cellista92 on Jul 10, 2013 at 10:46 PM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jul 11, 2013 02:28 AM    Msg. 2 of 3       
What size and dimension lightmaps does tool usually spit out?
You might have some oversized meshes in your clusters

Think back to how the red and blue bases from Tutorial.map are separate meshes... and why


cellista92
Joined: Jun 24, 2008

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Posted: Jul 11, 2013 04:08 AM    Msg. 3 of 3       
well I kinda skipped the tutorial map because I wanted to jump into the action and make terrible box maps with poor uv unwraps and lots of halo 1 scenery to fill in the gaps.

But I suppose I should go check it out now and learn from it...

It's worth a shot to see if that can fix the problem, thanks.
Edited by cellista92 on Jul 11, 2013 at 04:15 AM

 

 
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