Template:Archived Page History/Warning model lightmaps: Difference between revisions
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-->{{workaround|<ul><li>Define a pre-baked RGBA16161616f {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material. A custom-coded compiler would be required to this accurately.<!-- Technically a lightmap could be baked in Blender, but that would be a pain to set up. --><li>Increase lightmap resolution (results may vary).<li>Move light source further away from the lit surface.</ul>}}<!-- | -->{{workaround|<ul><li>Define a pre-baked RGBA16161616f {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material. A custom-coded compiler would be required to this accurately.<!-- Technically a lightmap could be baked in Blender, but that would be a pain to set up. --><li>Increase lightmap resolution (results may vary).<li>Move light source further away from the lit surface.</ul>}}<!-- | ||
-->}}<!-- | -->}}<!-- | ||
-->{{warning|Models using [[$bumpmap]] cannot receive lightmaps, they will fall back to vertex-lighting based upon the models' origin.<!-- | -->{{warning|Models using [[$bumpmap]] cannot receive lightmaps, they will fall back to vertex-lighting based upon the models' origin or [[$illumposition]].<!-- | ||
-->{{note|There is an in-engine check that confirms whether or not the {{ent|$bumpmap}} parameter is defined for a material, a custom shader cannot simply use both as there are a dozen technicalities that have to be overcome. | -->{{note|There is an in-engine check that confirms whether or not the {{ent|$bumpmap}} parameter is defined for a material, a custom shader cannot simply use both as there are a dozen technicalities that have to be overcome. | ||
Revision as of 10:14, 3 September 2024
Shows the following warnings:

VRAD cannot create lightmaps for UVs outside of the 0-1 UV space.
Additionally, shadows may appear on UV seams; 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. |