Hello guys. I've imported a model of flat to Mafia. Everytime I want to create lightmap on some objects (walls), MWE will crash. It don't depend on how complex model is, MWE f.e. can create a lightmap on very complicated wall and then crash while creating lightmap for floor, which is created from 4 polygons :mad: What I'm doing wrong?! Is that any other lightmap creating software with one-click lightmap creating?
I'm not aware of the Lightmap creator in MWE. But have you tried Mr F's lightmap creator tool already?
I have a link to his topic with english discription in my "incredible modding tools" topic.
Can it be caused, becaouse I'm trying to create lightmap on 4DS (i3d) model, that is inserted via scene2.bin? (It's not part of scene.4ds) I doubt, becaouse there are usually lightmaps on street buildings and other objects, which are not a part of scene.4ds ...
Lightmaps are part of their associated 4DS models. I am not sure exactly how this tools works as I haven't tried it yet. But you are able to put lightmaps on practically everything as far as I know.
What you could also try is baking the lightmap inside your modelling tool.
Cinema 4D, 3ds Max, Maya and also Blender I believe support this. But I would only recommend it for smaller objects.
I cannot create lightmap inside model, beause I want to experiment with lights and other objects position <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="(//frown.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20">
And I'm also not using 3DS max.
"vapno92" post=11796n
QuoteCan it be caused, becaouse I'm trying to create lightmap on 4DS (i3d) model, that is inserted via scene2.bin?<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="427" data-ipsquote-contentclass="forums_Topic"><div>
No, it doesn't depend on it. I created a lot of hi-res lightmaps for sub-object in scene2.bin. But when I'm creating lightmaps in MWE, I save mission after every lighmap calculation - to prevent crashing MWE.
NWE 3.0.7 is beta for lightmaping. A lot of things are lot implemented, eg vertex LM, LM layers, etc.
</div></blockquote>
But then I don't get it <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="(//frown.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20"> I've already created lightmap for bike model with 16 000 polygons, but when it's susposed to create lightmap for wall with only few polygons, it will crash <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="(//frown.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20"> What should I do with model, to prevent MWE for crashing? Model is not very complex, could be the problem in material or some kind of shit like that?
It is problem with geometry not with material. You should try to change little a geometry in model - add new polygons to wall etc.
I have tried the newest MWE aswell (cheers, stupid I didn't know about it)
and indeed like you describe MWE crashes when calculating lightmaps.
Every model from the original game can be calculated just fine, but as soon as it's a custom model, no matter what detail, MWE crashes after the "calculating" box pops up for about 2 seconds.
But on one of my custom models, it worked fine.
That LMAPgen generator is used for creating lightmaps by other model (you must bake lightmaps inside other modelling program), so it's nearly impossible to create lightmaps, that contains shadows of placed objects, correct lights, etc.
Where should be the problem with geometry, when we're talking about super-truper-simple walls? <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="(//frown.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20">
I figured out, that it doesn't depend on complexity/simplicty of model at all... It depends on... what?! I don't know, I changed the material, I changed the texture, I don't know where's the problem.
Models are imported from Valve Hammer Editor, but it doesn't matter, It's model like model. Doesn't matter where was it modelled. Some parts of model works for ligtmapping well, some parts cause crash of MWE. Doesn't matter how simple/complex they are, it does matter on... I don't know what <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="(//frown.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20">
I don't think complexity plays a big role here. Having lesser polygons only works better.
Perhaps it has to do with the material mapping.
Can you tell me if the textures you assigned to that model make use of any transperancy effect or color key?
Also what is the size of the applied texture?
Check if the model that did worked used binary square textures (512X512 for example) and the model that didn't used rectangular textures (Like 702X223)
From what I know, some games and editors don't like custom or irregular texture sizes.
An editor for the game "Amnesia - The dark descent" also crashes if you use wrong texture size.
It's all standard Mafia Textures... Is there in Zmodeler (or 3DS max) for rebuild the geometry without changing meshe's shape?
Zmodeler, no. 3DS max, not that I know of.
So, I think that lightmaps in my scenes are gone, even before they come <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="(//frown.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20"> I don't know, where it the problem, I really don't know
I have a solution. When I was finding out, what's wrong, I figured out, that Zmodeler shows, that object have more polygons, that I can see. And then I discovered, that they were many of very tiny polygons, almost zero sized, which are not necessary (you cannot even see them), but they are there and causes crash of MWE.
So solution is time consuming, but it's the only way.
1.) switch Zmodeler to FACES level
2.) Select-single
3.) By right click, select faces, that you can see and are visible part of model
4.) Detach your selection from redundant polygons
5.) Delete that tiny motherfuckers :evil:
That makes a lot of sense, I can imagine MWE having trouble calculating polygons that are 0 in size.
Strange thing remains though, The models I create in C4d don't contain those bugs easily. If those kind of issues happen to your model in C4d, you will have a lot more issues to worry about with that geometry.
For complex models it would be quite a task to manually run down every polygon.
One hint: If you are sure, that your model don't contain that "problematic" polygons, just incrase LMAP resolution. Set resolution to more than 6.0 and try then <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">