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It is not possible to illuminate the snow floor
In some places in Nordmar, the torch doesn't cast a glint on the snow.
[Bild: attachment.php?attachmentid=54952&d=1754497871&thumb=1]
This seems to be a very serious bug, and even the developers haven't been able to fix it.
Is there any way to resolve this issue?
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I don't see any issues here, what's the problem?
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Geändert von Gubert (07.08.2025 um 08:57 Uhr)
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 Zitat von Gubert
Yes, now I can see it better. But well, that's exactly the same issue I already made you aware of here: https://forum.worldofplayers.de/foru...1#post27450798
LightmapType is wrong and also the landscape-mesh is missing the needed data for generating correct high quality lightmaps. Correct it and regen the lightmaps with a high enough radius (sth. like 20000) to assure you get every light source in the area covered. Then throw away everything except the lightmaps for the landscape cell. They should be named something like G3_Nordmar_Landscape_Cell_XXX.xlmp
[Bild: sdcssvc.jpg] [Bild: wrongsettings.png] [Bild: wrongsettings2.png]
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Sorry, not understand. Should i change PerVertex to Mixed?
I did exactly the same, but after reloading in g3mc, the checkboxes you marked look unchecked, edits not applies.
upd.
I got a little creative, took the mesh where the checkboxes is checked - some Myrtana Dungeon, removed all the materials from it, and added the materials from the landscape cell. It worked, and after reload all the checkboxes were in place. I was able to properly illuminate the area!
[Bild: attachment.php?attachmentid=54965&d=1754570381&thumb=1]
I want use this trick with another meshes, to correct them all, but unrfortunatelly, this trick no longer works... Looks like I just got lucky.
Geändert von Gubert (07.08.2025 um 18:08 Uhr)
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 Zitat von Gubert
Sorry, not understand. Should i change PerVertex to Mixed?
Yes.
Use ScriptMod to fix the meshes: https://docs.georgeto.de/script_modme/other/
Geändert von Askanius (07.08.2025 um 18:20 Uhr)
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I've done everything, but the date of the last file modification doesn't change. It doesn't seem to be working.
Nevertheless, I was able to correctly light up the areas. However, I now face a new problem: the moonlight is too bright on the snowy hills at night. Additionally, I am unable to evenly light up the cells, and there is a flickering issue. I have tried setting the area size to 20,000 and even 200,000, but it has not resolved the problem.
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Illuminate a big landscape cell (G3_Nordmar_Landscape_01_64) - something is bad
I recently fixed the landscape meshes, but some is wrong and i have landscape cells flickering. I called CompileLightMaps with range 20000, 100000 and 50000 - but nothing happened.
Sorry for multiposting. What can i do to fix this bug?
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 Zitat von Gubert
I've done everything, but the date of the last file modification doesn't change. It doesn't seem to be working.
Well then you have either not installed ScriptMod correctly or placed the meshes to the wrong path or it does not have writing access to the directory.
 Zitat von Gubert
I recently fixed the landscape meshes, but some is wrong and i have landscape cells flickering. I called CompileLightMaps with range 20000, 100000 and 50000 - but nothing happened.
Sorry for multiposting. What can i do to fix this bug?
I get the same issue. This is not because the lightmaps are broken. They are fine. Obviously this happens because both meshes are overlapping to a huge extent there.
Best you can do is crop the mesh I guess. Or just leave it as it was before, probably the easiest solution.
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 Zitat von Gubert
I got a little creative, took the mesh where the checkboxes is checked - some Myrtana Dungeon, removed all the materials from it, and added the materials from the landscape cell. It worked, and after reload all the checkboxes were in place. I was able to properly illuminate the area!
I want use this trick with another meshes, to correct them all, but unrfortunatelly, this trick no longer works... Looks like I just got lucky.
You can't use G3MC to correct or repair these properties. Don't do it like this.
 Zitat von Gubert
However, I now face a new problem: the moonlight is too bright on the snowy hills at night. Additionally, I am unable to evenly light up the cells, and there is a flickering issue. I have tried setting the area size to 20,000 and even 200,000, but it has not resolved the problem.
See step 5. To solve the flickering you may need to prepare the neighbored landscape cells also and recalculate the lightmaps.
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First some remarks for proper illumination via lightmaps:
The properties 05, 73, Trail1 and Trail2 are relevant. Not sure about Trail3, it may only effect 3D performance.
Property 05 is only corrected by ScriptMod or during lightmap generation if it is already included in the mesh.
Properties 73, Trail1, Trail2 and Trail3 are always updated by Scriptmod FixMe, but if one of them is already included in the mesh no update happens during lightmap compilation.
The following steps should always result in propper illumination using ScriptMod FixMe.
Step 1: Prepare the Mesh
Load the Mesh into G3MC.
Klick the button 'add05' (It ensures that every Material (submesh) includes this property. The checkbox with property 05 just tells that at least one material (submesh) has this property).
Uncheck properties: 73, Trail1, Trail2 and Trail3.
Uncheck optimize.
Save Mesh.
[Bild: FixMe1.png]
Step 2: Fix the Mesh
Copy the Mesh to folder FixMe and start Gothic3. Exit Gothic3.
In folder FixMe you should find a new Mesh ending with '_FIXED'.
Optionally you can check with G3MC that properties 05, 73, Trail1, Trail2 and Trail3 are included.
Rename to original name to get rid of added suffix '_FIXED' and place it in the correct folder under _compiledMesh.
[Bild: FixMe2.png] [Bild: FixMe3.png]
Step 3: Check properties in the world data
Do it as Askanius already stated.
World data for the mesh must be: eEStaticIlluminated_Static and eEStaticLighingType_Lightmap
Using for LightmapType 'PerVertex' or 'Mixed' should not matter, but maybe I'm wrong. There are small differences in quality and file size of the lightmap file. 'Mixed' is the safe setting.
Step 4: Calculate Lightmaps
Check that Render.PrefetchGridCellSize is set to 10000 in ge3.ini:
Render.PrefetchGridCellSize=10000
With other settings from 'ultra.ini' recalculation of lightmaps fail.
Use a radius for recalculation which includes the mesh. For larges meshes like landscape tiles use a radius of 50000.
Step 5: Remove garbage
During lightmap compilation Gothic3 creates new material files in folder _compiledMaterial which are wrong and reflect a lot of light.
Just delete these .xshmat files which are created during lightmap calculation.
Geändert von MadFaTal (09.08.2025 um 11:14 Uhr)
Grund: fixed some typos
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 Zitat von MadFaTal
Step 2: Fix the Mesh
Copy the Mesh to folder FixMe and start Gothic3. Exit Gothic3.
In folder FixMe you should find a new Mesh ending with '_FIXED'.
Optionally you can check with G3MC that properties 05, 73, Trail1, Trail2 and Trail3 are included.
Rename to original name to get rid of added suffix '_FIXED' and place it in the correct folder under _compiledMesh.
For some reason, this doesn't happen... But I noticed that when compiling the lightmap, the meshes in this folder are modified, preserving the last modified date. If the mesh previously didn't have a lightmap checkbox73, after compilation it gets added.
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 Zitat von Gubert
For some reason, this doesn't happen... But I noticed that when compiling the lightmap, the meshes in this folder are modified, preserving the last modified date. If the mesh previously didn't have a lightmap checkbox73, after compilation it gets added.
Yes, the meshes are also updated during lightmap compile process if necessary. But my experience is only correctly if you do the preparation described in step 1.
Whyever ScriptMod do not do the fix you can use the modified meshed created during compiling the lightmaps if you applied the preparation step 1 before.
Edit:
And the meshes must be in the correct folder under Gothic3/Data/_compiledMesh/... to be updated correctly during compilation of lightmaps.
Geändert von MadFaTal (09.08.2025 um 12:41 Uhr)
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I checked the newest version of ScriptMod Release 'Script_ModMe v2' from December 5 2024.
The '_FIXED' mesh is created in folder Data/_compiledMesh/FixMe
You should check installation / update ScriptMod or check if write restriction for this folder exist.
Geändert von MadFaTal (09.08.2025 um 13:03 Uhr)
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 Zitat von Askanius
I get the same issue. This is not because the lightmaps are broken. They are fine. Obviously this happens because both meshes are overlapping to a huge extent there.
You're right, it's a very-very large mesh that also intersects at a great distance. However, I've encountered similar errors in Myrtana before and have successfully resolved them by recompiling the maps and replacing the existing *.xlmp files with the compiled ones. However, this time, my efforts have been futile, and I'm shocked. It looks like no way without deep mesh edits. I must say, I try to repair all the meshes in Nordmar_landscape folder, to avoid disbalance.
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 Zitat von Gubert
I got the same result. Maybe it is not relevant for this mesh that Trail1 exist and it is skipped.
Trail1 and Trail2 are created based on complexity of vertexes and triangle sizes. In some cases data may be skipped because it will not result in better quality. Or whatever.
Just use the fixed mesh created by ScriptMod. It is re-created by Gothic3 internal routines. And If they come to conclusion a property is not needed I would trust these Gothic3 internal routines.
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 Zitat von Gubert
Maybe because of this:
 Zitat von MadFaTal
Step 5: Remove garbage
During lightmap compilation Gothic3 creates new material files in folder _compiledMaterial which are wrong and reflect a lot of light.
Just delete these .xshmat files which are created during lightmap calculation.
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I dont have these folder in my Data. I create it especially, but it stay empty.
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