I was wondering if it would be possible to re-use the existing light-maps even though the static has been moved.
I looked into the tai file and it seems that the coordinates of the static are there:
=00=-1000=25=391 = -1000.000/25.000/391.000 (which aren't the exact coordinates but pretty close) And I believe the 00 value might be the rotation.
However when I update the coordinates slightly according to how the static was moved, it still doesn't load the light-map for it. Even if its just a small adjustment in height for example.
So any ideas if this is doable? Would definitely come in handy!
[?] Re-using lightmaps
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [?] Re-using lightmaps
Not sure if thats even possible but, assuming that all you did was rename the object LM files, have you tried regenerating the LM atlas files?

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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [?] Re-using lightmaps
He can't. Its from Dovre and he doesn't have all the original lightmap files to merge into a atlas.CroCop wrote:Not sure if thats even possible but, assuming that all you did was rename the object LM files, have you tried regenerating the LM atlas files?
AfSoccer "I just don't see the natural talent."

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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [?] Re-using lightmaps
yes very doable. The =00= value is in fact its geom and lod, geom0, lod0, =10= would be geom1 (wreck geom on dest statics), lod0, =04= is geom0, lod4.
If its for ingame use then you need to update more than just the .dds texture, you need to also update the .tai file. Also its rounded down to no decimal places, not an exact number, so even if its 25.9999999 (although the BF2 editor doesn't save to that accuracy) it would still be "25" on the LM file location.
Its also possible to have multiple items, or even lods of the same object (provding they all have the same LM UVs, which pretty much no statics do, not even most with custom LM UVs) to all use the same LM but you need to code them manually. If you look at my Falklands LM files you will see things like the Static Terrain LM Patches are all using the same LM file for each lod, like so:
If its for ingame use then you need to update more than just the .dds texture, you need to also update the .tai file. Also its rounded down to no decimal places, not an exact number, so even if its 25.9999999 (although the BF2 editor doesn't save to that accuracy) it would still be "25" on the LM file location.
Its also possible to have multiple items, or even lods of the same object (provding they all have the same LM UVs, which pretty much no statics do, not even most with custom LM UVs) to all use the same LM but you need to code them manually. If you look at my Falklands LM files you will see things like the Static Terrain LM Patches are all using the same LM file for each lod, like so:
Code: Select all
levels/the_falklands/lightmaps/objects/falklands_waterplane=00=0=18=0.dds levels/the_falklands/lightmaps/objects/LightmapAtlas0.dds, 0, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_waterplane=01=0=18=0.dds levels/the_falklands/lightmaps/objects/LightmapAtlas0.dds, 0, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=00=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=01=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=02=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=03=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=00=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=01=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=02=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=03=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=00=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=01=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=02=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=03=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=00=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=01=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=02=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=03=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=00=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=01=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=02=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=03=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1
Last edited by Rhino on 2014-01-07 22:58, edited 1 time in total.
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Onil
- Posts: 1232
- Joined: 2007-08-19 09:50
Re: [?] Re-using lightmaps
So if I want to use the original lightmap for a specific static that I moved slightly and lost its lightmap, how you I do that? Cause I tried updating its coordinates on the tai file but that didn't work.

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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [?] Re-using lightmaps
the coords are nearly the same as in the staticobjects file however iirc the atlas coordinates are to the nearest lower whole number, so translate the coords from the staticobjects and it should pick it up
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Onil
- Posts: 1232
- Joined: 2007-08-19 09:50
Re: [?] Re-using lightmaps
Isn't that the same as simply ignoring the numbers after the dot? Cause that's what I did and it still didn't use the original lightmap. But I will try it again later on, maybe I missed something.



