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Thread: "Fake" lightmaps VS. "Real"

  1. #1
    Useless Member jngrow's Avatar
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    "Fake" lightmaps VS. "Real"

    Ok, This has really been bothering me. Whenever I run lightmaps on a level, the overall level looks better, with more ambiance. But, for example when I go and change some of the bsp, and recompile without redoing the lightmaps, it seems to be better in its own way. Bump maps are MUCH more dramatic , pronounced, and the map generally looks like it has better graphics, but with worse art direction (I know that sounds odd).
    [wshot]http://img172.imageshack.us/img172/1226/fakelightingvsrealhg0.jpg[/wshot]

    Is there any way to get the best of both worlds?
    Last edited by jngrow; August 26th, 2007 at 11:33 PM.
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  2. #2
    a bit of the old in-out Roostervier's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    When you recompile, the lightmaps are basically the same as they would be if you ran them on checkerboard. This is normal.

    [edit] Also, the rerendered set is much sexier. I dislike the one to the left. It looks ugly, I don't care how much more the bump map is pronounced.
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  3. #3
    Useless Member jngrow's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    Hmm, I guess it is just me, asked a few other people and they disliked the one on the left also.
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  4. #4
    Senior Member FireScythe's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    What lightmap level are you running at on the right? Bumpmaps will not be evident unless you run it at low or above. Draft_whatever has no bumpmaps.

    Also, the reason the bumps are there on the left is because if no lightmaps are present, tool will use the default lightmaps as a placeholder, which does utilise bumpmaps.
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  5. #5
    Senior Member et_cg's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    Make sure all your shaders that are being referenced in the level have their lightmap value set to 0. You might get better results to the "fake" lightmap you are referring to.

    In order for me to achieve certain characteristics to stand out in certain parts of the map, I just make sure all the shaders have a lightmap value of zero and then place some sort of external light there, something that emits, but is invisible.

    The effect you are getting is the engine's failure to match up all the data from the lightmap to the bsp. I do believe keeping a level Halo oriented would require lightmapping. But to go for the fakey fakey, with no idea of how it will turn out, just slap some other lightmap on it, and it will look gourgeous. (Sidewinder's first iteration was extremely bright, but it was beautiful, imo)
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  6. #6
    Useless Member jngrow's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    Hmm, ok. Do shaders' lightmap values default to 0? Oh, and about lights, is there a way to make my own light tags? Because the default ones are weird, and hard to notice/use.
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  7. #7
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    Re: "Fake" lightmaps VS. "Real"

    Quote Originally Posted by jngrow View Post
    Ok, This has really been bothering me. Whenever I run lightmaps on a level, the overall level looks better, with more ambiance. But, for example when I go and change some of the bsp, and recompile without redoing the lightmaps, it seems to be better in its own way. Bump maps are MUCH more dramatic , pronounced, and the map generally looks like it has better graphics, but with worse art direction (I know that sounds odd).
    [wshot]http://img172.imageshack.us/img172/1226/fakelightingvsrealhg0.jpg[/wshot]

    Is there any way to get the best of both worlds?
    hey dude, just so you know, there is this cool think called wshot tags, I think you need to check them out.
    Last edited by Stealth; August 26th, 2007 at 11:00 PM.
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  8. #8
    I R Serious Texra DaneO'Roo's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    Left looks alot better..
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  9. #9
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    Re: "Fake" lightmaps VS. "Real"

    agreed, it looks abit more real looking then the right.
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  10. #10
    ******...you wish Flyboy's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    Ditto.
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