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3 Dimensional Chat / More lightmapping problems (with more pics!)

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QuothTheRaven
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Posted: 14th Jan 2004 03:42
Alright. I'm close, I'm real close. The creator of Room War is being stingy and isn't replying to my email, so I have to figure this out on my own.

OK, so I have my subway level. It's all pretty and textured, as you see here:


NOW, I want to add a lightmap. Most of us have been through this agony.

WHAT I DID: I created a new level object in 3ds max. I applied a push modifier so everything would be scaled outwards, creating a slightly larger level than the original. Then I baked the lightmap only into this object.

Now, in DBP I want to load the lightmap object OVER the level object, and ghost the lightmap, and since the lightmap is slightly larger, it will appear always over the level.

BUT, here's the thing. Most people know that 2 polygons that are close together at a distance will tend to overlap.

HERE'S WHAT IT LOOKS LIKE:


You can see that the lightmap object is there. It's gray. You can see shadows on the floor and under the benches. BUT: Farther away, as in the right red circle, the slightly smaller textured object will overlap and show through the lightmap object.

So that's my problem. I need to make it so that the lightmap is always on top...so to speak. But I have no idea how. Culling hasn't seem to have any effect.

HELP! I promise that I'll post a full tutorial on lightmapping when I get this to work.

Dave J
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Posted: 14th Jan 2004 08:02
Bingo!

Before


After


These are the texture files I used:




If that's what you were hoping to get done, then I've done it. Otherwise, tell me what texture files I'm supposed to be using.


"Computers are useless they can only give you answers."
Dave J
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Posted: 14th Jan 2004 08:08
So anyway, I'm pretty sure you've basically done it all right except for one thing.

Don't scale the object at all. Both objects have to be the same size. Then, you just use the very simple code:



It's so easy it hurts.


"Computers are useless they can only give you answers."
Slayer
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Posted: 14th Jan 2004 08:17
make to were non of the limbs are in eachother. not throught
but by eachother.

I dont know how to spell
Mussi
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Posted: 14th Jan 2004 20:45 Edited at: 14th Jan 2004 20:52
cool, but that doubles the poly's, hope those DB makers fix it in the new upgrade... I think they will cuz there gonna be some lightmaps commands in it



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
QuothTheRaven
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Posted: 14th Jan 2004 21:30
Alright, I'm trying that now

QuothTheRaven
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Posted: 14th Jan 2004 23:02
Exact same thing:


The 2 objects are the same size. It's a lot worse, now though. Here's the code:


Dave J
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Posted: 15th Jan 2004 02:41
If you don't mind, could you please email me the .3ds or .Max file to [email protected] so I can check if it's the level that's not working or if it's something you're doing wrong. I completely understand if you don't want to though.


"Computers are useless they can only give you answers."
Van B
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Posted: 15th Jan 2004 02:48
Try experimenting with the camera range start value, like SET CAMERA RANGE 5,10000. Also, just to see, try using this on the lightmap object: SET OBJECT TRANSPARENCY Obj,2


Van-B


The nature of Monkey was irrepressible!.
QuothTheRaven
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Posted: 15th Jan 2004 08:02
Well exeat, it's not really the media that's the problem, I mean that's what overlapping polygons do in any situation. I did it with 2 normal cubes and got the same result. If you could send me your media, that would be great, because I don't understand how it could work like that. My email is [email protected]

And Van B, no luck there. Didn't seem to make a difference

Dave J
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Posted: 15th Jan 2004 08:20
Emailed. Just run the included source code, if it works then we can assume you must be creating the lightmap incorrectly.

Oh, and if it works also replace the two files in my demo with the two you created, this way we can make sure it isn't some outside code in your project interfering with the light mapping code.


"Computers are useless they can only give you answers."
Robin
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Posted: 15th Jan 2004 14:29
would colour depth have something to do with it? try running in 32 bit...

http://www.thegameszone.tk | [email protected]
QuothTheRaven
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Posted: 15th Jan 2004 18:57
No, it's at 32. I'll try that media when I get home.

actarus
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Posted: 15th Jan 2004 20:25
I would be surprised if it isn't a camera distance issue.

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But he can't look me in the eye,
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Chenak
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Posted: 15th Jan 2004 23:44
I believe that you have either changed the normal model or the lightmapped model. This happend to me when i merged all the objects on my lightmapped level to make a single UV texture for my lightmap, imported it in2 dbpro and there was bad overlapping problems with the original world model (like in your screen shot).

Lightmapping in dbpro sux

Once you start down the Dark Path, forever will it dominate your destiny...
QuothTheRaven
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Posted: 16th Jan 2004 05:39 Edited at: 16th Jan 2004 07:10
So you're saying the models have to be exactly the same? Because I did a lot of connecting to make the lightmap model, so that it would have less objects to render to. I hadn't considered that, but I'll try it.

Yeah, actually that makes perfect sense. The 2 objects have to be identical, and mine werent. The polygons didn't line up. MAN, I wish I had thought of that.

QuothTheRaven
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Posted: 17th Jan 2004 06:19




Dave J
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Posted: 17th Jan 2004 07:22
I told you that had to be exactly the same!!!


"Computers are useless they can only give you answers."
walaber
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Posted: 17th Jan 2004 11:27
so, just to recap...

if you use the EXACT SAME model for both the texture and lightmap, WITHOUT CHANGING THE SIZE of the lightmap model, you can accomplish the above screenshot? you don't actually have to expand the lightmap model like in the ROOMWAR Alienware compo entry?

just want to make sure

Go Go Gadget DBPRO!
M00NSHiNE
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Posted: 17th Jan 2004 14:06
Strange but interesting...I'll make a note of it...

Currently thinking of a new company name
Sticking to a project idea for once
Dave J
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Posted: 17th Jan 2004 15:05
You have to dark ghost the object though, otherwise only one will be visible.


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walaber
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Posted: 17th Jan 2004 16:14
well... yeah I know that part, just wanted to be certain about the model sizes

Go Go Gadget DBPRO!

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