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»Forums Index »Halo CE Maps (Bungie/Gearbox) »Halo CE Technical / Map Design »Lighting Help

Author Topic: Lighting Help (7 messages, Page 1 of 1)
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NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Apr 16, 2012 05:52 PM          Msg. 1 of 7
This is my last try to get a better quality for my maps, I saw the tutorial of DEEhunter, I MAKE EVERYTHING LIKE IT SAYS, and the lightmap has a strange uvs (I use Aether).


waffles
Joined: Nov 18, 2010

bullpup


Posted: Apr 16, 2012 06:09 PM          Msg. 2 of 7
on any custom map ive tried to run custom aether lightmaps, the uvs are most definitely messed up. halo ce's radiosity doesnt need detailed uvs, as the shadows cast usually arent very detailed themselves. you can edit the uvs yourself and rebake the lightmaps, and import using Open Sauces lightmap-structure command, which will fix these issues for the most part, but occasionally youll STILL get errors. i havent figured out why, but randomly even after the lightmap uvs look perfect in 3ds max they turn out bad in spots and places far and in between.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Apr 16, 2012 06:12 PM          Msg. 3 of 7
Quote: --- Original message by: waffles
on any custom map ive tried to run custom aether lightmaps, the uvs are most definitely messed up. halo ce's radiosity doesnt need detailed uvs, as the shadows cast usually arent very detailed themselves. you can edit the uvs yourself and rebake the lightmaps, and import using Open Sauces lightmap-structure command, which will fix these issues for the most part, but occasionally youll STILL get errors. i havent figured out why, but randomly even after the lightmap uvs look perfect in 3ds max they turn out bad in spots and places far and in between.


About OS, my Halo CE gives me Gathering Data Exception when it starts. If I can compile my maps without being a .yelo format, is better.


waffles
Joined: Nov 18, 2010

bullpup


Posted: Apr 16, 2012 06:19 PM          Msg. 4 of 7
you dont need to compile the map as a .yelo to use a command that has to do with lightmaps.

fix your lightmap uvs in 3ds max, save as an obj. then run through os_tool with this command

os_tool import-structure-lightmap-uvs "structure bsp" (your original bsp location) ex:levels\test\testmap\testmap "obj file" (your saved edited bsp with fixed uvs) ex:C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\data\levels\test\testmap\testmap_lightmaps_new.obj


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Apr 16, 2012 07:29 PM          Msg. 5 of 7
how I can set the backface culling on vray 1.5 ?


waffles
Joined: Nov 18, 2010

bullpup


Posted: Apr 16, 2012 07:32 PM          Msg. 6 of 7
i dont use vray, but you can create a mesh behind your geometry to block light coming through backfaces. i think firescythe called it a "blocking mesh"?


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Apr 20, 2012 05:39 PM          Msg. 7 of 7
Doesn't work :(

 

 
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