Template:Archived Page History/Warning model lightmaps: Difference between revisions
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-->{{warning|Models use the same UVs for lightmaps as [[$basetexture]]; as such, lightmapping on models with overlapping or tiling UVs may not appear as intended!<br>Additionally, lighting seams may appear on edges with non-contiguous texture UVs; this is more noticeable on lower-resolution lightmaps.}}<!-- | -->{{warning|Models use the same UVs for lightmaps as [[$basetexture]] (including when using [[$basetexturetransform]]); as such, lightmapping on models with overlapping or tiling UVs may not appear as intended!<br>Additionally, lighting seams may appear on edges with non-contiguous texture UVs; this is more noticeable on lower-resolution lightmaps.}}<!-- | ||
-->{{bug|Lightmaps for models with multiple materials do not compile properly in [[VRAD]]! A lightmap will only be compiled for the first material on the model, that is a combined version of all the UV's used by all materials.<!-- | -->{{bug|Lightmaps for models with multiple materials do not compile properly in [[VRAD]]! A lightmap will only be compiled for the first material on the model, that is a combined version of all the UV's used by all materials.<!-- | ||
-->{{workaround|Define a pre-baked {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material (can be obtained using {{code|-dumppropmaps}} in [[VRAD]]).}}<!-- | -->{{workaround|Define a pre-baked {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material (can be obtained using {{code|-dumppropmaps}} in [[VRAD]]).}}<!-- |
Revision as of 16:31, 6 March 2024
Shows the following warnings:

Additionally, lighting seams may appear on edges with non-contiguous texture UVs; this is more noticeable on lower-resolution lightmaps.




- Define a pre-baked RGBA16161616f $lightmap in the VMT of the VertexLitGeneric material. A custom-coded compiler would be required to this accurately.
- Increase lightmap resolution (results may vary).
- Move light source further away from the lit surface.


If $bumpmap, $normalmap, or $phong is defined, the engine will not send the lightmap data to the shader. This in-engine check also exists for $phong, however getting around the issue is more tricky. The default value of the integer parameter will be 0 even if not set in the vmt. Thus making $phong always be defined in a way. |