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Desperate Issue. Basic blows out PL Lightmaps. SOLVED Sorta.

by James Brad Barnette · in pureLIGHT · 11/25/2009 (12:52 pm) · 8 replies

So I rendered my scene in PL and everything looked awesome! I Published it to T3D and It looked even more awesome. "because I added the detail maps". But then I switched to Basic Lighting. And immediately all of the light-maps when haywire! Everything was WAY OVERBLOWN! I though, ok I have seen weird stuff like this when you switch. I think you have to restart the editor so I saved and then restarted. Well, it is STILL overblown. So now I switch it back to AL and nothing changes. Hmm. Maybe I need to restart again. So I do and it is still over blown. So something in the switch has permanently hosed the light-mapping or the blending there of.

Can someone help me here I need to get this sorted out before I leave for the break.

#1
11/25/2009 (1:05 pm)
here ya go to have a look.

Default plus detail maps pretty much straight out of PL:
pixollusion.com/T3D/PL/PL_SS_Default.jpg
and then when I hit Basic Light:

pixollusion.com/T3D/PL/PL_SS_OverBlown.jpg
#2
11/25/2009 (1:39 pm)
Ok I think I found this issue. Tone Mapping! under Mode>Tonmapping in Pl mush be checked to get accurate lighting.

David You guys should really make this on by default. Although I really dont understand why it looked fine under Advanced lighting and then Horrible under Basic. Something needs to be done so that the results are consistent. You should not have to redo everything because you switch from Basic to Advanced lighting.

This seems like a pretty big bug. I would have to point the finger at T3D for this though. I guess till this is sorted out I will have to re-bake everything specifically for Basic lighting.
#3
11/25/2009 (1:49 pm)
I was about to question what your lightmapping settings were in T3d but if you've found the answer...

I thought tonemapping was on by default...

Not wanting greyscale, I've only used tonemaps. Basic Lighting to Advanced Lighting shows no changes - apart from obvious stuff like specular/normalmaps.
#4
11/25/2009 (2:21 pm)
I didn't even know it was there and it was off on mine.
#5
11/25/2009 (4:17 pm)
Tonemapping should be on by default. However, pureLIGHT saves that setting between sessions, as pureLIGHT can also be used with engines that do not support it. Thinking about it, we should probably just get rid of that option entirely, as T3D and any other modern game engine will support it.

Now the really weird thing that I don't get here, is why it would look different in basic and advanced lighting in T3D.
#6
11/25/2009 (11:28 pm)
Is there anyway to control the falloff distance of Object Lights? It seems like they fall off pretty fast.

Great app though. I look forward to working with the new release when you guys release it. Hopefully adding and manipulating lights in PL will be a lot easier. "almost impossible at this point."

Would be really great if I could setup a light and then hit like ctrl+D or something to duplicate it. or even a copy and paste function.
#7
11/26/2009 (11:54 am)
I'll look into those suggestions James. They should be fairly simple to do.
#8
11/28/2009 (1:14 pm)
seems to be related to THIS issue.

Note: I've not tested this since beta5