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creating the lightmaps


Papa6
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It shouldn't turn black, but the editor should freeze up.

As the tutorial states. Press F12 to open the console. Press Ctrl + Backspace to start generating lightmaps and leave the computer alone. The console should show the progress of the lightmap generation. If it turns black, maybe it's the same problem like in GRAW1 where you has to restart before doing the lightmaps as you do them at a medium quality with 3 passes as standard, and make sure you have as low resolution in the editor as possible.

We didn't use this built in function as our primary lightmap generation as we used a render farm. But it has been used on small amount of objects while testing lightmapping through all of the production so it should work. Did a test with a landscape and some houses when testing the editor for the patch and that worked as well.

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problem is the lightmap generator did well on things OTHER than trees. the trees looked like they were light green with no lighting.

this whole map lighting, making generating seems so..hambone. it's difficult as hell and when I go to use the bundler, damn thing messes that up too.

this editor is more...like a rare steak. i miss the GRAW1 editor a bit. it generated the mission.xml, the lightmaps, everything. GAWD, I have to be a freaking einstein now.

einstein010qq3.th.png

Edited by Papa6
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problem is the lightmap generator did well on things OTHER than trees. the trees looked like they were light green with no lighting.

this whole map lighting, making generating seems so..hambone. it's difficult as hell and when I go to use the bundler, damn thing messes that up too.

Trees use the ambient points, they are not lightmapped directly. Odd that they are light though, they usually end up dark if there is ambient points missing.

How did the bundler mess things up? It only packs it up into a single file. Did you follow the TXT file instruction? Did you test the map without putting it in a bundle first and where the trees the same then? If there is a problem I'd like to find it because this should be really easy.

this editor is more...like a rare steak. i miss the GRAW1 editor a bit. it generated the mission.xml, the lightmaps, everything. GAWD, I have to be a freaking einstein now.

einstein010qq3.th.png

Welcome to game development. This is how it is. :P
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problem is the lightmap generator did well on things OTHER than trees. the trees looked like they were light green with no lighting.

this whole map lighting, making generating seems so..hambone. it's difficult as hell and when I go to use the bundler, damn thing messes that up too.

this editor is more...like a rare steak. i miss the GRAW1 editor a bit. it generated the mission.xml, the lightmaps, everything. GAWD, I have to be a freaking einstein now.

einstein010qq3.th.png

:huh: Papa 6, this is off topic, but since you're rendering lightmaps (hopefully you've sorted out the issues when you're reading this), Do you mind answering some questions?:

How large is that map (400m x 400m?) and the number of objects in it?

What type of lighting are you using?

How long did it take to render out lightmaps... and what level did you set it at?

(Wolfsong) - In the GRAW editor you needed to minimize settings of editor plus it had to be in windowed mode is this still a requirement in the GRAW2 editor (as you can guess I'm not far along my customized terrain)?

When you're rendering out the light maps does the editor utilize multiple cores? (Wolfsong) Would it make a difference if your rig is running with more memory or a 64bit OS?

(Wolfsong) - You've mentioned that "render farms" were used to render out some of the content in GRAW2, (network rendering) is it possible to do this with rendering out lightmaps? ie. linux based software like muster and clone a bunch of virtual machines.

Edited by -Corax-
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How large is that map (400m x 400m?) and the number of objects in it?

He uses an original terrain.

What type of lighting are you using?
Lighting is set by assigning an environment file. There is always a default environment linked to all new levels.

How long did it take to render out lightmaps... and what level did you set it at?
You can't set levels inside the editor in GRAW2. Medium quality and 3 passes is standard, which is what all original maps uses.

(Wolfsong) - In the GRAW editor you needed to minimize settings of editor plus it had to be in windowed mode is this still a requirement in the GRAW2 editor (as you can guess I'm not far along my customized terrain)?
I think the same things can be good in GRAW2, but I can't say I know that they make a difference.

When you're rendering out the light maps does the editor utilize multiple cores? (Wolfsong) Would it make a difference if your rig is running with more memory or a 64bit OS?
It doesn't. The editor doesn't run with multiple cores (it's set in it's context XML) because the lightmap generation doesn't work with it. So for lightmaps a late model P4 is probably the fastest thing out there.

Grin used a render farm with 4 CPU. Actually two render farms with 3 or 4 CPU for two maps at the same time.

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