Object Lightmaps -1 reply

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#1 13 years ago

I'm currently working on a new church model with MAX6. It works perfect ingame except of the object lightmaps. The Model has 2800 polys, at Lod01 all W-coordinates are set to 0, and there are 10 Material-Ids. Finally I added a UVW modifier at mapchannel 3 with a non overlapping mapping. So far it looks same as at the Dice buildings. Then I made the samplesfile with samplesmaker and created the object lightmaps in BC. The resulting shadowtexture looks total confused. However, the same procedure works perfect at very small objects. I also tried a lightmapfile which was created in MAX6 with the same result. After reimporting the .sm into MAX I saw that about half of the polys at the mapchannel 3 UVW were missing. Is the model a bit too complex or are there some limitations at the engine? Any idea whats wrong? Greets Freddy




taichi

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11th December 2004

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#2 13 years ago

I'm not totally sure, as I haven't made statics in Max, but I think I read somewhere that you need to add lightmap coordinates to your model in order for lightmaps to work. I have always had problems generating object lightmaps for custom objects though, in one case I had to edit them all by hand (not fun). In the case of my contest map, I didn't have time to sort them out, unfortunatley.




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#3 13 years ago

The lightmap coordinates are already there, at mapchannel 3. Smaller objects work, only very complex statics do not.




taichi

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#4 13 years ago

try using something other than battlecraft, if possible then.




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#5 13 years ago

Its a pity that nobody is around here who can give a little help. I have heard that at object lightmaps the engine is sometimes really fucked up and shows unexspectable results. Are there any tricks?




Lobo

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27th April 2003

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#6 13 years ago

Have you exported the model with lightmaps checked in the MDT exporter?, and check you have not doubled faces in your model (sometimes happen) because it will mess the lightmaps.




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#7 13 years ago

For sure, the lightmapped checkbox is activated. I don't think that there are double faces there. I have modelled the church in AutoCAD and did only the unwrapping in MAX. I did not see any doubled things. What drives me crazy is that if I export to sm and then reimport, half of the polygons are missing at the chan #3 UVWs. Is there a limitation of the exporter or fileformat or whatever? At small objects everything works.




Lobo

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#8 13 years ago

hmmm, no, that is not the reason, my coal mine has more polygons and works ok. The lighmaps are really pesky, sometimes you do everything ok and it doesn't work.

First check again the doubled faces, hide some faces here and there and see if you have them (I had this problem with some models and Malsa also, and this cause the kind of problem you are talking about)

And re-export, if doesn't work request other person to export it, maybe a script problem.




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#9 13 years ago

Hi Lobo,

thanks for your hints. I did not copy anything there since I modelled everything in AutoCAD. When I selected the faces for unwrapping I also saw no doubled things.

Btw a stupid question: How can I find double faces in MAX (6), if there should be still some?

Frederic




Lobo

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#10 13 years ago

Sorry about my bad english, I hope you understand: under editable mesh (polygon or face mode) select some faces and use the hide button in the selection part, when you hide a face if another face it's still in its position then this one is a doubled face that will screw the lighmaps, erase it.

If in this search you find some of them you must review all the model because you will have plenty of pesky double faces.

I also recomend this, don't use only the automatic flatening of chanel 3, it's better a more manual work to get best lightmaps, the cylinder parts must get a cilindrical UVW map (the automatic flatening breake a cilynder in parts that are not welded), and you must stitch vertex that are broken in the 3rd chanel to avoid lightmap weird lines, is a tedious work but it's worthy, to do easier this work you can save the chanel 1 UVW map and load it in the 3rd chanel and move the maps to avoid overlaping and using the stitch selected feature weld vertex that are unwelded.




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