Template:Archived Page History/Warning model lightmaps: Difference between revisions
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-->{{warning|Models use the same UVs for lightmaps as [[$basetexture]]; as such, lightmapping on models with overlapping or tiling UVs may not appear as intended!}}<!-- | -->{{warning|Models use the same UVs for lightmaps as [[$basetexture]]; as such, lightmapping on models with overlapping or tiling UVs may not appear as intended!}}<!-- | ||
-->{{warning|Lightmaps for models with multiple materials do not compile properly in [[VRAD]]!{{clarify}}<!-- | -->{{warning|Lightmaps for models with multiple materials do not compile properly in [[VRAD]]!{{clarify}}<!-- | ||
-->{{workaround|Define a pre-baked {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material (can be obtained using {{code| | -->{{workaround|Define a pre-baked {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material (can be obtained using {{code|-dumppropmaps}} in [[VRAD]]).}}<!-- | ||
-->}}<!-- | -->}}<!-- | ||
-->{{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.<!-- |
Revision as of 06:46, 28 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.