Template:Archived Page History/Warning model lightmaps: Difference between revisions
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-->{{warning|Model lightmaps generated with [[VRAD]] are compiled as RGBX8888, which can result in noticeable color banding when brightly lit in HDR mode.<!-- | -->{{warning|Model lightmaps generated with [[VRAD]] are compiled as RGBX8888, which can result in noticeable color banding when brightly lit in HDR mode.<!-- | ||
-->{{workaround|<ul><li>Define a pre-baked{{how}} RGBA16f {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material.<li>Increase lightmap resolution (results may vary).< | -->{{workaround|<ul><li>Define a pre-baked{{how}} RGBA16f {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material.<li>Increase lightmap resolution (results may vary).<li>Move light source further away from the lit surface.</ul>}}<!-- | ||
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-->{{warning|Models using [[$bumpmap]] cannot receive lightmaps, they will fall back to vertex-lighting.<!-- | -->{{warning|Models using [[$bumpmap]] cannot receive lightmaps, they will fall back to vertex-lighting.<!-- |
Revision as of 17:07, 26 December 2023
Shows the following warnings:





- Define a pre-baked[How?] RGBA16f $lightmap in the VMT of the VertexLitGeneric material.
- Increase lightmap resolution (results may vary).
- Move light source further away from the lit surface.


If $bumpmap or $phong is defined, the engine will not send the lightmap data to the shader.
For $bumpmap, a workaround for this is to use a differently named parameter. ( $NormalTexture ) to get the normal map and undefining $bumpmap.
However no static lighting data can be received by the shader, if the $bumpmap parameter is not set to anything. This refers to lights that are not named and are not inherently dynamic.
This may be prefered as the static light information is ALREADY prebaked in the lightmap, however it means you cannot receive direction information from the lights.
No light direction means no bumped lighting from the lightmap. Aka no specular highlights.
A fix for this would be modifying VRAD to spit out a lightmap that is *2 the size on the U axis and then storing an average light direction there or doing some other smart technique to 'memorize' light directions.