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Thread: Problems with lightmap coordinates

  1. #1

    Problems with lightmap coordinates


    I'm currently trying to get into 3D-graphics programming and just have implemented a simple bsp-loader, which works well with "normal" lightmaps. Since yesterday, i try to use external lightmaps with higher resolution and thought it would be easy. I use the -external -lightmapsize 1024 switches, _lightmapscale=0.125 and load the lightmap from the tga files instead from the bsp-file. It works so far, but it seems that the lightmap uv's are broken.

    Here is a screenshot (with -border to see the red debugging borders around lightmaps):

    Any idea how to fix it?

    Here's my build-script:
    ./q3map2_urt -game quake3 -fs_basepath "/home/palador/dev/boundless/" -fs_game data -meta $1
    ./q3map2_urt -game quake3 -fs_basepath "/home/palador/dev/boundless/" -fs_game data -vis -saveprt -fast $1
    ./q3map2_urt -v -game quake3 -fs_basepath "/home/palador/dev/boundless/" -fs_game data -light -border -fast -super 2 -external -lightmapsize 1024 -filter $1

  2. #2

    Re: Problems with lightmap coordinates

    Ok, found the problem myself... had to modify the lightmap coordinates:
    lm.y = 1 - lm.y

  3. #3

    Re: Problems with lightmap coordinates

    Very common errors you may encounter during lightmap process are light/shadow bleeds and seams. Knowing what causes them and how to fix these issues will make your models light and shadow better.

    UDK Lightmapping Series:
    UDK: Lightmap Basics and 18 Important Principles for Creating and Using Lightmaps
    UDK: Lightmap UV Layout Techniques and How to Create a Second UV Channel in Maya
    UDK: How to Fix Lightmap Light/Shadow Bleeding and Seams
    UDK: Lightmap Resolution for Static Meshes and BSP
    UDK: Lightmap Common Problems and Solutions

    And get more informaion this site:


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