magnusll Posted December 30, 2009 Share Posted December 30, 2009 Well, I just made a quick test by loading some of the original TSL lightmaps with KAurora and... they are completely messed up. As opposed to Kotor's ones which are correct. This means TSL uses a different lightmap format. <sigh> Avoid wasting your time importing lightmaps into TSL. They will not work. [EDIT] or not...? now they are working.... this is totally weird, I need to understand what's going on... Link to comment Share on other sites More sharing options...
Quanon Posted December 30, 2009 Share Posted December 30, 2009 Well, textures are fine, in most spots, just one building, that goes wrong. Saddly the lightmaps are all over the place, only a very few look correct. Here some screenshots. EDIT: Its cool though, where the "sun" hits the walls they go bright in colour of the light I've added in 3Ds Max. Oh Dis, I've been thinking, we'll need to use the MOTHER file to render the shadows on the floor! You only have to select the Floor mesh, and do a render to texture, that way, you'll get all the shadows of the building in the area. Its one of those things that got me pondering on how to do Since Max doesn't like to do a few hundreds of lightmaps in one go EDIT2: But that's all for in the future, we'll have to use the same setup of lights in every out-door area. Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 If we can get lightmaps working for K1, I will be happy Q, interesting test So where does your test leave us? We are still having lightmap mangling going on? Will you be able to help guide mags on why the lightmaps for our sleheyron is out of wack? Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 Ok... this it totally weird. Looks like if I load only the Kotor II chitin.key file, the TSL lightmaps are all messed up, but as soon as I load the Kotor I chitin.key, they magically adjust themselves. Wtf? Q, can you try loading the Kotor I chitin.key file into KAurora before exporting your model and then check the results? Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 Very weird Mag Any idea why the lightmaps for Q were messed up in our K1 sleheyron area he just posted? Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 Nope. I'm trying to run a test with the original models which came with TSL and I'm still getting the same weird result. Namely, if I try to render the lightmaps with the KAurora in-built renderer without pre-loading the Kotor I chitin.key file, they are all messed up. As soon as I load the chitin.key, clear memory, reload the model and render, they are magically correct. Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 If it means anything, I just used your latest release of KA on our sleheyron rich area, the pics I posted, and I get the same result as Q. The normal UV textures seem to be OK now, but the lightmaps are all over the place Do you need my files, or is Q helping you out? Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 Did you try loading Kotor I chitin.key file before loading the models and exporting them into binary format? If not, try it and let me know. Also, I'd like to have all the files needed to warp to Sleheyron in game. I have lightmaps and textures but still missing the walkmesh, the .lyt, the .vis and the .mod file itself. Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 Forgive the ignorance, but I am not sure what you mean by loading the kotor I chitin.key file. How do I do this, as I have never done it before. Q has the most recent version of the second area, he can send you those. I will pack everything up, and provide links for you to areas 1 and 3. Be back soon. Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 As soon as you start KAurora, select "File --> Load Chitin Key". A file selection window will appear, just go to your Kotor installation directory and select the chitin.key file. There should appear a "+" before "Kotor I" in the main tree window, and if you expand you will get the chitin.key and all its BIF files nodes. After you've done that, proceed to export the model as you'd normally do. Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 Area 3 files: Mod file: http://www.rhoepsilonchapter.com/sley/richarea/mag/m103dq.rar Override files (mdl/mdx, vis and lyt) http://www.rhoepsilonchapter.com/sley/richarea/mag/area3Override.rar Can we just focus on this one area? Its your call, I just dont want to send to much your way and clutter you Q can send you Area 2, the market area (the screens he posted). That will give you 2 of our 3 areas to work with Need anything else frm me? Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 I did what you said, and the result was still the same. Textures appear OK now, lightmaps look mangled. Is the files I linked in my last post what you needed? Link to comment Share on other sites More sharing options...
Quanon Posted December 30, 2009 Share Posted December 30, 2009 Sorry, guys, was out to do some shopping for new years eve. Did antoher test and: Nothing differant happened, after I loaded the Chetin key. Lightmaps are still out of place. Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 Q, can you send Mags all files for the market area you tested? The mod file, all override files and textures? P.s. what did you buy me? Link to comment Share on other sites More sharing options...
Quanon Posted December 30, 2009 Share Posted December 30, 2009 It was all food Dis I'll try to send a piece of chicken breast by mail Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 Depending on what kind of food, I may be happy Mags is certainly earning his shipment of belgium ale Send him the market area you are testing, so he can warp there, and see wha he finds out Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 One area to test is enough. But... uhm... I tried overwriting the .mdl and .mdx for the room 03c (the one for which I have the file exported from 3dsmax) and substitute in the override directory and I can't say I'm seeing any big difference, nor anything out of place. The only thing maybe is the white panels are superbright white, the rest looks pretty normal? Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 crap, i sent you the mdl/mdx files with no lightmaps in em. Let me repack the correct mdl/mdx files... Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 No that's correct. The point is I should see something wrong once I add the lightmap from the 03c model. Should it look anything like this: Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 Here is all the correct mdl/mdx files, with lightmap code in em: http://www.rhoepsilonchapter.com//sley/richarea/mag/m103dq_mdlmdx.rar And here is all the lightmaps I rendered for the area, you previously only had the c cut lightmaps: http://www.rhoepsilonchapter.com//sley/richarea/mag/lightmaps.rar Sorry im so stupid If you warp there now you should see jacked up lightmaps Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 I had sent you an older mdl/mdx versions, that I never had code in it for lightmaps. Using the newer files, you should see the lightmaps jacked up like: and Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 Ok, but... is the pic I posted how it is supposed to look? At least in part? Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 As far as the regular textures? Yes Link to comment Share on other sites More sharing options...
magnusll Posted December 30, 2009 Share Posted December 30, 2009 No, I also mean the lightmaps. Obviously you can't see everything because I only had the lightmap of one part of the zone, but the glow and those few shadows you can see in the picture look fine to me. Let's try another way: can you also send me the text .mdl as exported from NWNmax, so I can regenerate the mdl and mdx files with my own Kaurora? Link to comment Share on other sites More sharing options...
disbeliever Posted December 30, 2009 Author Share Posted December 30, 2009 Here you go: http://www.rhoepsilonchapter.com//sley/richarea/mag/ascii.rar Did you get my giant lightmap file also? That has all lightmaps made for this area Link to comment Share on other sites More sharing options...
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