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(quick and dirty merge with AE:Lightmapping, but at least it's in chronological order) |
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#[http://forum.unity3d.com/viewtopic.php?t=36467 Some more scripts for the batch processing of many meshes] (e.g. for saving the generated textures to files; neither of the above scripts save the baked lightmaps, and since there can be hundreds of them, automatic saving is badly needed). | #[http://forum.unity3d.com/viewtopic.php?t=36467 Some more scripts for the batch processing of many meshes] (e.g. for saving the generated textures to files; neither of the above scripts save the baked lightmaps, and since there can be hundreds of them, automatic saving is badly needed). | ||
No tutotial of our own, for now, but if you want to experiment with this, you can. | No tutotial of our own, for now, but if you want to experiment with this, you can. | ||
==Give me another reading== | |||
:This is the room from which [[Griffin]] and [[Kerr]] monitor [[Konoko]]'s progress. One of the simplest (ugliest) rooms in Oni. Very well suited for a tutorial. | |||
:However, you can see that the lightmaps don't look very spectacular, at all. The room looks OK, and that's it. At least that's how it is in the case of this simple room. | |||
:You can also see that my current GFX card (or, rather, lack thereof) is ''not'' OK (there's no anisotropic filtering, and the texture detail decreases very fast with camera distance). | |||
:This means that no matter how good the lightmaps are, the screenshot session that I had planned will probably look crappy if done on my current rig. I should've known that. F##k. | |||
http://geyser.oni2.net/edition/levels/examples/lightmaps/monitor/monitor.jpg | |||
:Tomorrow (Tuesday) there will be some time for Konoko to upload some screenshots from Monday's errands. | |||
For now, here are the instance files of the above test (level5), for | |||
[http://geyser.oni2.net/edition/levels/examples/lightmaps/monitor/level5_Monitor.zip PC], | |||
[http://geyser.oni2.net/edition/levels/examples/lightmaps/monitor/level5_MonitorMacIntel.zip Intel Mac] | |||
and | |||
[http://geyser.oni2.net/edition/levels/examples/lightmaps/monitor/level5_MonitorMacPPC.zip PPC Mac]. Enjoy. | |||
::[[User:Geyser|geyser]] 22:53, 25 November 2010 (UTC) | |||
==Catch him Konoko== | |||
:This is the "blue" area of the Syndicate Warehouse, the one with the first [[Comguy]] and [[Consoles#Alarm consoles|alarm console]]. | |||
http://geyser.oni2.net/edition/levels/examples/lightmaps/C1SP3/C1SP3.jpg | |||
:The lightmaps are mostly OK, but "mostly" is not enough, as you can see for yourself: [http://geyser.oni2.net/edition/levels/examples/lightmaps/C1SP3/level5_C1SP3.zip PC], [http://geyser.oni2.net/edition/levels/examples/lightmaps/C1SP3/level5_C1SP3MacIntel.zip Intel Mac], [http://geyser.oni2.net/edition/levels/examples/lightmaps/C1SP3/level5_C1SP3MacPPC.zip PPC Mac]. (WARNING: It requires globalized environment textures, so it will NOT work with the current [[AE]], only with the previous one). | |||
:The most remarkable thing is that some quads are either black or very dark. Sometimes they stay out of the way of radiosity iterations, but sometimes it's the texture-baking part that ignores them. The first problem can (apparently) be solved by separating the level into even smaller parts than what you see here (for example, the staircases can be lightmapped separately, to compensate for the large number of smallish quads). The second problem can (apparently) be solved by baking to very large textures (1024x1024, 2048x2048 etc) and then downsampling the result. A third solution would be for the lightmaps to use another background color than black, so that all the abnormally dark quads would get some default brightness (probably normal-looking enough to the casual eye). I rather like that last solution best, because it's quick and dirty, and I'm getting sick enough of lightmapping as it is ^_^ | |||
:Bottom-line is, maybe it ''is'' possible to generate a flawless-looking lightmap automatically, but the procedure will require some tweaking in any case, as soon as there's furniture and doors and moving objects and suchlike. Also, since it's not much fun, I can't imagine it done by anyone else than me, unfortunately. | |||
::[[User:Geyser|geyser]] 22:53, 25 November 2010 (UTC) | |||
[[Category:Unfinished AE mods]][[Category:All AE mods]] | [[Category:Unfinished AE mods]][[Category:All AE mods]] |