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Forum » Welcome to the [FHSW] Europ Community! » Mapping » [Tutorial] Lightmapping
[Tutorial] Lightmapping
Mr_JDate: Friday, 2013-03-15, 6:14 PM | Message # 21
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Quote (Endless_Nameless)
Air Raid Alert Kure: Expected time to create lightmaps: 37000 minutes (10 days) cry shock


What if you played with terrainLightmap.con and objectsLightmap.con? For example the raytracer.OnlyNearest 0 line?
 
Endless_NamelessDate: Sunday, 2013-03-17, 1:26 PM | Message # 22
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Did no one notice my mistake? 37000 minutes is not 10 days but ~25!

Quote (Mr_J)
What if you played with terrainLightmap.con and objectsLightmap.con? For example the raytracer.OnlyNearest 0 line?

Thanks, I tried but if I set this to "1" it only generates lightmaps for one block. Reducing the shadow quality would probably make it faster but I want the best quality. At the moment it's at 14000 minutes so the program has already corrected its first guess a lot.


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Mr_JDate: Sunday, 2013-03-17, 6:03 PM | Message # 23
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You know, you could skip the Air Raid Alert Kure as a last resort, since this is airplane map. Why does it take so long anyways?! There are small land area and few industry buildings only. Maybe the sight distance plays a role?
 
Endless_NamelessDate: Sunday, 2013-03-17, 6:45 PM | Message # 24
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I wonder that, too. It could also be the map size because the speed at which the program creates the lightmaps (samples/second) is very slow compared to other maps. It's the only map so far with a world size of 4096, all the others were 2048 and lower.

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Endless_NamelessDate: Thursday, 2013-03-21, 7:26 PM | Message # 25
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Finished: http://netload.in/dateic57sY0sleq/LightmapsMappack.rar.htm http://www.share-online.biz/dl/US1C51KMWI (sorry I couldn't find a better hoster, I'll maybe upload it to moddb when I've tested every map online.)

Extract the files to ..\Battlefield 1942\Mods\FHSW\Archives\bf1942\levels\

I haven't tested all maps on the server yet so be aware that crashes could happen, but it's very unlikely.

I didn't lightmap Kakazu Ridge because it crashes even if you host the game and I didn't feel like fixing it.

€: Seems like that site only allows you to download 100 MB per hour, fail. bag Please tell me a good file hoster.


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Endless_NamelessDate: Thursday, 2013-03-21, 10:47 PM | Message # 26
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I have found a better one: http://www.share-online.biz/dl/US1C51KMWI

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crazygameloverDate: Friday, 2013-03-22, 3:49 AM | Message # 27
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Great job as always, eye biggrin Do you know if the ST pack map.rfa's will interfere with your lightmap.rfa's?
 
Endless_NamelessDate: Friday, 2013-03-22, 11:41 AM | Message # 28
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They don't interfere because they change different things of a map.

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crazygameloverDate: Friday, 2013-03-22, 4:51 PM | Message # 29
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do we replace the old map.rfa's with the new ones, or just keep them both?
 
Mr_JDate: Friday, 2013-03-22, 9:05 PM | Message # 30
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thanks eye for your work. I've looked at Kure and I say there's no as much of difference as I expected though

There is a reliable link without captcha: http://www.sendspace.com/file/cmziz8

better share the link with FHSWman or tell him about this tutorial
 
Endless_NamelessDate: Saturday, 2013-03-23, 11:49 AM | Message # 31
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Quote (crazygamelover)
do we replace the old map.rfa's with the new ones, or just keep them both?

Don't rename the files just unzip them into the said folder. The BF1942 engine knows that the ending "_001" means patched.

Quote (Mr_J)
thanks eye for your work. I've looked at Kure and I say there's no as much of difference as I expected though

Yeah, it's not really a great map from an aesthetic point of view, for example the view distance doesn't fit with the terrain and object LODs. The target buildings also weren't lightmapped because they are technically vehicles and not static objects. My favourite result is Naichi.

Quote (Mr_J)
There is a reliable link without captcha: http://www.sendspace.com/file/cmziz8

Awesome, thanks. smile

Quote (Mr_J)
better share the link with FHSWman or tell him about this tutorial

I sent him a message and he acknowledged it. smile


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RADIOSMERSHDate: Monday, 2013-05-27, 1:23 PM | Message # 32
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I have a problem with samplesmaker. It always generates same sample files (I checked md5) for diferent sm files.

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Message edited by RADIOSMERSH - Monday, 2013-05-27, 1:28 PM
 
Endless_NamelessDate: Monday, 2013-05-27, 4:13 PM | Message # 33
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Hmm I never had a problem with the samplesmaker, have you tried lightmapping something just for a test?

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RADIOSMERSHDate: Monday, 2013-05-27, 7:35 PM | Message # 34
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Quote (Endless_Nameless)
Hmm I never had a problem with the samplesmaker, have you tried lightmapping something just for a test?
OK, I will try to do that. But could you check whether your sample files have different md5?


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Endless_NamelessDate: Monday, 2013-05-27, 9:14 PM | Message # 35
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Okay I did, and they are in fact different, I have no idea how to solve your problem. sad

Can you maybe record your point of view or describe it step by step?


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RADIOSMERSHDate: Tuesday, 2013-05-28, 8:48 AM | Message # 36
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So, I decided to switch from Windows 7 to XP.
I merged all files from BF1942, FH and FHSW standartmesh.rfa and deleted all .rs files:



Then I used samplesmaker. So, I get a very strange thing: first ones sample files are different, but next are the same


And a couple of questions: what is the size of your folder with samples?


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Message edited by RADIOSMERSH - Tuesday, 2013-05-28, 8:52 AM
 
Endless_NamelessDate: Tuesday, 2013-05-28, 5:08 PM | Message # 37
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That's indeed very strange.

My folder size: 12,6 GB


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Mr_JDate: Tuesday, 2013-05-28, 5:19 PM | Message # 38
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Mine was 14,6. Why the 2 GB of difference?
 
Endless_NamelessDate: Tuesday, 2013-05-28, 5:40 PM | Message # 39
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I deleted a lot of the unnecessary ones, you don't need .samples of vehicles for example.

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RADIOSMERSHDate: Tuesday, 2013-05-28, 6:45 PM | Message # 40
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So, I found out that samplesmaker generates identical samples only for vehicles, while for different buildings it is different.
Also, do I need to make a samples of static guns (e.q defgun) and wrecks?


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Message edited by RADIOSMERSH - Tuesday, 2013-05-28, 6:54 PM
 
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