Okay, it's time for me to crawl to your feet and ask for help - cos I need it!
I have been reading through every single post and tutorial and still I can't get the Batch from the FH Toolkit to work properly....
first of all I get this Error when I do lightmaps, both via BC and the batch: (Note: I am using the .samples from the FH toolkit)
Second: If I do lightmaps from the batch it look like these pictures below... anyone recognise the error here? Why is it Turqoise color?? it looks crappy... I have tried two different light-settings in init.con - one from Operation BlackKnight and one with my own settings... same result:
Please help me... what am I doing wrong? I want be able to make Lightmaps for all objects I have .samples to....
As you can see the Lightmaps seems to be good, its just the horrible color!.. The trees and small objects are casting shadows on the surrounding objects which is what I want ofcourse.... how to get the color right??
So you will know what I have done and not done here is more examples: I did Lightmaps in BC for this map now, and it looks like this...
As you can see it looks like "daylight" on the house, and the pega_sandbag is now not casting any shadows on the bridge...
And what about this??? See on the bridge?? it looks like it has copied the lightmaps from those two boxes and put the lightmap on the wrong place?.... why??
Another view where it looks like daylight...
I would die without GF
20th July 2005
First of all, keep the lightmaps done with Armin's tool from FH modding toolpack. To get it working properly I you have to run it with specific command lines though. The color you see can be changed after the actaull light maps generation. There is the pallete.pal file in your map's Textures folder. Create new color pallete in Photoshop with preferred color transmittion and colors themselves and save it over this one.
pvt. AllenFirst of all, keep the lightmaps done with Armin's tool from FH modding toolpack. To get it working properly I you have to run it with specific command lines though. The color you see can be changed after the actaull light maps generation. There is the pallete.pal file in your map's Textures folder. Create new color pallete in Photoshop with preferred color transmittion and colors themselves and save it over this one.
Really?? cool!! How ?? what do i do with the .pal file ? :bows:
All your base are belong to FH
27th April 2003
That's a night map, just use the palette.pal and TerrainPalette.pal of Blackknight and it will be fine
Yes Lobo... I did... it wasn't exactly what I wanted (I want more moon-light) and still... I wanna know how to make them myselves.. hehe... anyway now it is pretty ok, I used the original .pal from Cambodian Incursion where the sky is from and its ok.. could have been "stronger" moonlight on the objects but at least they are there, and they also cast shadows on eachother, for ex pega_sandbag makes shadows on the vanilla stonebridge, and Im happy with this...
One more Q: the .samples... they are supposed to be in StandardMesh folder in Bf42 right? not in Shadowwork... because they are in a "ShadowWork" folder in the FH toolkit... this is just a little confusing... they dont need to be in both do they?
I would die without GF
20th July 2005
I kept them in both, but from what I've heared from knoffhoff or maybe some FH devs (don't realy remember now) is that it occured they were only required in StandardMesh folder.
Thanks Allen, I used the palette from Spurning Fate and it turned out pretty nice... I guess making my own palettes is the next step.. Along with understanding how UVW maps work.. but that's a whole other thing.... I really hate not being able to make lightmaps for all stuff on a map.. especially buildings and stuff ported over from other games and mods...