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lightmap very long
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espritcool
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Joined: 02 Aug 2006
Posts: 91

PostPosted: Thu Aug 03, 2006 11:40 am    Post subject: lightmap very long Reply with quote

I to create a map which comprises 23.000 polygons with approximately 50 light and deled approximately 1h30 puts at fact the lightmap on a pentium 4 3 Ghz with 1 Go of RAM is this normal?

have council has itself to respect in order not to have problem with the lightmap? Max of polygon, Max of light ..
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Aug 03, 2006 2:47 pm    Post subject: Reply with quote

Hi espritcool.

Although optimization of the lightmapper is on the list (and pretty soon at that), lightmapping will never be fast or real-time. Calculation time depends on the number of lights, number of polygons, range of the individual lights and the lightmap settings. For a final lighting render on a production-quality map, 1.5 hours is certainly possible. However, while working on the map, you would usually
a) turn off lights you are currently not working on
b) render the lighting at a lower resolution
c) render lighting for the current selection only.
Doing a full lightmap render every time you change a lite is certainly not advisable... Very Happy

For the final render, there is no real maximum to polygon count or light count, as long as you allow for the lightmapping process to take a lot of time. If your total lightmap bitmap size becomes too large, turn down the lightmap resolution a bit.

That is, assuming you are on DeleD PRO. DeleD Lite doesn't have all these fancy options, and rendering a 23.000 polygon lightmap is a bit heavy, as it would result in 23.000 * 32 * 32 * 4 = 94MB+ of lightmap data. On Lite, to reduce size, lower the number of polygons. To increase speed, lower the number of lights.
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espritcool
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Joined: 02 Aug 2006
Posts: 91

PostPosted: Thu Aug 03, 2006 3:31 pm    Post subject: Reply with quote

For my probleme ...
I have in deled this lightmap



and in the engine i have




I go to make some test but if you have one idea !!
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Guyon
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Joined: 22 Mar 2005
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Location: Pittsburgh PA

PostPosted: Fri Aug 04, 2006 2:03 pm    Post subject: Reply with quote

50 lights are a lot for any program. So it is not just DeleD being slow. Can you use less lights to get the same effect?

Is the Directional like work like sun light so there is no fall off? If so would that help lower the amout of lights that you use?
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espritcool
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Joined: 02 Aug 2006
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PostPosted: Mon Aug 07, 2006 6:52 am    Post subject: Reply with quote

And for my probleme of transparency ?

In deled the map and lightmap is ok with level plugin but in the engine all is tranparent, why ?

My dmf is break ?

if i take all object, i merge and i open this in new dmf it s ok why ?
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Paul-Jan
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PostPosted: Mon Aug 07, 2006 6:40 pm    Post subject: Reply with quote

If the DMF looks OK in DeleD, than it's OK. In other words, "the engine" must be doing something wrong in rendering the map. What engine are we looking at here? Do you have the sources? If so, how is the lightmap rendered? Multitexturing or multiple passes?
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yoslo
DeleD PRO user


Joined: 10 May 2006
Posts: 45
Location: France

PostPosted: Mon Aug 07, 2006 7:35 pm    Post subject: Reply with quote

After having merge the scene, in the engine all is ok.
We use plugin B3D exporter.
The engine is coded in blitz.

we have used DeleD like that the plugin for several months, and that is only the second time that that occurs.
on the others map, all occurs correctly.

One exemple :


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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Mon Aug 07, 2006 9:54 pm    Post subject: Reply with quote

It loosk like the engine is using the lumel's RGB values to blend the entire scene, instead of modulating them ontop the first texture layers. As the parts that look like they would be in shadow are invisible, and the lit sections are fully visible.
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yoslo
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Joined: 10 May 2006
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PostPosted: Mon Aug 07, 2006 10:49 pm    Post subject: Reply with quote

If i remove lightmap with Deled, all in the engine are correct.
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yoslo
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Joined: 10 May 2006
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PostPosted: Mon Aug 07, 2006 10:55 pm    Post subject: Reply with quote

Another thing:
If I export all of my map in a prefab, that I created a news map, and that I deposit my prefab and lightmap there, in the engine all is ok.

It's strange.
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Paul-Jan
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PostPosted: Tue Aug 08, 2006 7:20 pm    Post subject: Reply with quote

Maybe the engine is not resetting the states correctly in between rendering different primitives with different materials. Then again, the engine is directly build on Blitz (AFAIK), so it is getting more and more likely the B3D exporter is to blame.... Hmmm, a nice puzzle.

Would it be possible for you to send me (paul [at] delgine [dot] com) both the .DMF file and the .B3D file of a scene that doesn't render correctly?
If something is really wrong with the .B3D file, I should be able to reproduce this behaviour in my demo version of Blitz...Being able to reproduce it should make solving the problem a lot easier... Very Happy
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yoslo
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Joined: 10 May 2006
Posts: 45
Location: France

PostPosted: Tue Aug 08, 2006 8:06 pm    Post subject: Reply with quote

I sending you two maps.
including one on which the problem appears only at one place.

See screens below.

Thank you in advance for your assistance.

Arrow In DeleD


Arrow In the engine

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yoslo
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Joined: 10 May 2006
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Location: France

PostPosted: Tue Aug 08, 2006 8:36 pm    Post subject: Reply with quote

@Paul-Jan

I sent to you by PM the link to download the maps;)
Thank you.
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Paul-Jan
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PostPosted: Fri Aug 11, 2006 7:07 pm    Post subject: Reply with quote

The good news is your B3D maps look simply awesome when loaded into my demo copy of Blitz3D! Wow!

The bad news is... they look awesome. Not a single artifact in sight. Had a lot of fun running my little mario-clone-dude through them. If you want to test this, I can send you the .bb code, but it is simply a slightly modified version of the castle.bb example that comes with the Blitz demo.

If these B3D's do show up badly in your engine, the only conclusion I can come to is that the engine itself is doing something bad. Perhaps it was based on a flawed version of Blitz, who knows? Is there a way to contact the authors of this engine and ask?
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yoslo
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Joined: 10 May 2006
Posts: 45
Location: France

PostPosted: Wed Aug 16, 2006 7:15 pm    Post subject: Reply with quote

Thank you to have made these test for us.
Then meanwhile I have make me also some tests and by replacing a texture the transparance in the engine with disappeared.

But the map of espritcool remains it completely transparent.

I nevertheless will try to see that with the company which developed the engine.

Thank you still for your assistance
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