TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 13 of 13

Thread: Light maps in dromed render not showing up.

  1. #1
    New Member
    Registered: May 2016

    Light maps in dromed render not showing up.

    *Copied from another post*

    Hey everyone, I ran into a weird problem in dromed and I can't seem to find any info on it.

    It seems like my terrain isn't rendering light maps. Almost as if its stuck in light bright mode even when I toggle lighting on. Objects seem to light okay. Mono says "Lightmap resolution scaling isn't compatible with lightmapped software rendering, editor will render terrain unlit. Consider running editor in hardware rendering mode"

    I ran the editor in hardware mode and that didnt go to well (full screen and same problem). I also checked my lightmap scale and its set to 2, which I think is the default.

    This recently started happening and ONLY happens in my FM. Others work fine.

    Quote Originally Posted by LarryG View Post
    What is your WR Quality setting?

    Also, don't tag new topics onto old threads. Start a new thread with a proper descriptive name if you want folk who know about your issue to find it and respond.
    I'm not sure what WR settings are but I found the command build_dlg and it says "draft"

  2. #2
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    In the Build dialog, try changing WR Quality to Optimized. If that doesn't fix it, please post your monolog from a Complete Processing of your mission. That may show something in terms of error messages that you are unaware of.

  3. #3
    New Member
    Registered: May 2016
    I tried the optimized WR quality to no effect. Do I need a command to dump the mono log or is that saved out automatically somwhere?

  4. #4
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    monolog.txt in the root folder

  5. #5
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    I wonder if you unintentionally issued the toggle_hardware_lighting command? It makes terrain only fully lit, but not objects. Try entering it again to turn it off.

  6. #6
    New Member
    Registered: May 2016
    Hmm, Yandros that is is a good thought but it didn't seem to work.

    Here is the log. Its says set light_bright to 1 at the beginning which is weird, but if I set it to 0 I get the same results.

    Code:
    Set light_bright to 1
    persistent_player_pos=0
    
    STATUS: ---------------------------------------------------------------------------
    STATUS: Loading: C:\thief_2\FMs\test_4_9_17\abbey_78.mis
    STATUS: ---------------------------------------------------------------------------
    
    
    WARNING: **********************************************************************
    WARNING: Lightmap resolution scaling isn't compatible with lightmapped software
    WARNING: rendering, editor will render terrain unlit. Consider running editor
    WARNING: in hardware rendering mode.
    WARNING: **********************************************************************
    
    32-bit 2X Lightmaps
    Lighting mode: Objcast
    gedcsg_light_quad=0
    animlight_cutoff=15
    INFO: Loaded script module "gen.osm"
    INFO: Loaded script module "convict.osm"
    Set light_bright to 0
    Building rooms...
     131 rooms, 334 portals, 2.5496183 average portals per room
    Setup 623 brush level (1041 brushes total)...
    Inserted 622 brushes.
    RAW cell count: 5796
    Splitting large cell @ 99.272373 -112.12957 13.401937: 61 polys, 174 vertices
    Splitting large cell @ 64.376022 -150.99441 36.737826: 40 polys, 167 vertices
    Splitting large cell @ 55.140153 -136.08314 37.953503: 55 polys, 206 vertices
    Splitting large cell @ 56.146684 -143.95033 54.473826: 51 polys, 148 vertices
      29 extra bsp planes created
    2364 cells, 12806 portals, 7834 polygons; 31 splits from large polys
    4039 polys merged; 8912 colinear vertices deleted; 16 vertices max
    1870 unique planes
    Bytes used for internal portal structures: 7890392 bytes.
     Polyhedra 46936 Polys 1166784 Portal PolyEdges 2736576 PolyEdges 3940096
    Portalized.
    Computing optimized BSP... this may take a while.
    --------------- csgmerge ---------------
    Epsilon is 1.e-004
    File has 2364 cells.
    Allocations: 2365
    Min: -209.6507 -207.5 -35.
    Max: 252. 230. 96.5
    Input polys: 7902
    Unique planes: 1491
    Unique render aspects: 996
    Unique vertices: 9900
    Allocations: 18151
    Merges made: 3045
    Merges with internal colinear points: 0
    0 colinear points deleted
    Allocations: 13552
    Discarded degenerate polys: 9
    Current allocations: 1258
    Max allocations: 18152
    Releasing remaining allocs: 1258
    ------------- csgmerge end -------------
    Bytes used for internal portal structures: 910880 bytes.
     Polyhedra 4864 Polys 128224 Portal PolyEdges 259264 PolyEdges 518528
    -0.45392066 0.89104211 0. -122.74576 (input)
    0.45392066 0.89104211 0. -194.46523 (input)
    -0.40807122 0.9129501 0. -145.34529 (input)
    -0.45392066 -0.89104211 -0. 221.19649 (input)
    -0.45392066 -0.89104211 -0. 221.19649 (input)
    -0.40807122 0.9129501 0. -145.34529 (input)
    -0.40807122 0.9129501 0. -145.34529 (input)
    -0.40807122 0.9129501 0. -145.34529 (input)
    0.40807122 -0.9129501 0. 189.16689 (input)
    -9.7571425e-002 -0. 0.99522853 24.480671 (input)
    -0.92230642 0.38645947 0. 73.558632 (input)
    8.5487776e-002 -0.17439258 -0.98095822 19.161291 (input)
    -9.7571425e-002 -0. 0.99522853 24.480671 (input)
    8.5487776e-002 -0.17439258 -0.98095822 19.161291 (input)
    8.5487776e-002 -0.17439258 -0.98095822 19.161291 (input)
    0. 1. 0. -15.136 (input)
    1. 0. 0. -197.89595 (input)
    0. 1. 0. -15.056 (input)
    1. 0. 0. -140.98715 (input)
    1. 0. 0. -141.06714 (input)
    5.5171825e-002 6.4053692e-002 0.9964202 -32.405842 (input)
    0.1676736 4.0958179e-009 0.98584259 -0.68018019 (input)
    0.1676736 4.0958179e-009 0.98584259 -0.68018019 (input)
    0.1676736 4.0958179e-009 0.98584259 -0.68018019 (input)
    0.1676736 4.0958179e-009 0.98584259 -0.68018019 (input)
    0.1676736 4.0958179e-009 0.98584259 -0.68018019 (input)
    1. 0. 0. -16.886263 (input)
    1. 0. 0. -16.966265 (input)
    1. 0. 0. -16.890272 (input)
    1. 0. 0. -16.970274 (input)
    0.31622776 0. 0.94868332 20.238577 (input)
    -0.93584901 0.35240123 0. -67.923126 (input)
    0.93584901 -0.35240123 0. 77.281616 (input)
    0.31622776 0. 0.94868332 20.238577 (input)
    -7.9760555e-004 -0.15533249 0.98786193 5.6087456 (input)
    -7.9760555e-004 -0.15533249 0.98786193 5.6087456 (input)
    -7.9760555e-004 -0.15533249 0.98786193 5.6087456 (input)
    -6.1248597e-002 -0.13845316 0.98847324 -8.6872654 (input)
    0.40455961 0.91451162 -0. 57.381176 (input)
    -6.1248597e-002 -0.13845316 0.98847324 -8.6872654 (input)
    -0.88802713 -0.45979109 -0. -164.51715 (input)
    1. 0. 0. -140.87155 (input)
    1. 0. 0. -140.95154 (input)
    1. 0. 0. -140.94147 (input)
    1. 0. 0. -141.02145 (input)
    1. 0. 0. -126.95071 (input)
    1. 0. 0. -127.03072 (input)
    0. 1. 0. 34.977463 (input)
    0. 1. 0. 34.897461 (input)
    0. 1. 0. 35.007339 (input)
    0. 1. 0. 34.927338 (input)
    0. 1. 0. 35.009991 (input)
    0. 1. 0. 34.929989 (input)
    -0. 0.35112345 0.93632919 26.802423 (input)
    1. 0. 0. -80.123932 (input)
    1. 0. 0. -80.04393 (input)
    0.24253562 0. 0.97014248 -25.223705 (input)
    -0. 0.35112345 0.93632919 26.802423 (input)
    0. 1. 0. 168.07962 (input)
    1. 0. 0. -32.04089 (input)
    1. 0. 0. -31.960888 (input)
    0. 1. 0. 168.07381 (input)
    0. 1. 0. 167.99382 (input)
    Setup 623 brush level (1050 brushes total)...
    Inserted 622 brushes.
    RAW cell count: 2991
    Splitting large cell @ 105.14153 -118.49526 14.785276: 33 polys, 132 vertices
    Splitting large cell @ 54.688481 -135.02909 33.671892: 31 polys, 130 vertices
    Splitting large cell @ 57.166734 -144.33988 37.861797: 36 polys, 154 vertices
      1 extra bsp planes created
    1087 cells, 4966 portals, 5645 polygons; 44 splits from large polys
    5974 polys merged; 8667 colinear vertices deleted; 16 vertices max
    1870 unique planes
    Bytes used for internal portal structures: 5992808 bytes.
     Polyhedra 24488 Polys 853600 Portal PolyEdges 2012640 PolyEdges 3102080
    Added 81 vertices
    Max vertices post tjoint: 12
    Portalized.
    
    INFO: Portalization time 00:00:03
    
    ...let's light, eh? (type 10)
    
    
    Processing brush light 1 of 34...
    Processing brush light 2 of 34...
    Processing brush light 3 of 34...
    Processing brush light 4 of 34...
    Processing brush light 5 of 34...
    Processing brush light 6 of 34...
    Processing brush light 7 of 34...
    Processing brush light 8 of 34...
    Processing brush light 9 of 34...
    Processing brush light 10 of 34...
    Processing brush light 11 of 34...
    Processing brush light 12 of 34...
    Processing brush light 13 of 34...
    Processing brush light 14 of 34...
    Processing brush light 15 of 34...
    Processing brush light 16 of 34...
    Processing brush light 17 of 34...
    Processing brush light 18 of 34...
    Processing brush light 19 of 34...
    Processing brush light 20 of 34...
    Processing brush light 21 of 34...
    Processing brush light 22 of 34...
    Processing brush light 23 of 34...
    Processing brush light 24 of 34...
    Processing brush light 25 of 34...
    Processing brush light 26 of 34...
    Processing brush light 27 of 34...
    Processing brush light 28 of 34...
    Processing brush light 29 of 34...
    Processing brush light 30 of 34...
    Processing brush light 31 of 34...
    Processing brush light 32 of 34...
    Processing brush light 33 of 34...
    Processing brush light 34 of 34...
    Processed 34 brush lights           
    
    ObjAnimLightLevel starting out...
    
        processing light 1 of 21 (obj  158)...           
        processing light 2 of 21 (obj  147)...           
        processing light 3 of 21 (obj  157)...           
        processing light 4 of 21 (obj  110)...           
        processing light 5 of 21 (obj  241)...           
        processing light 6 of 21 (obj  151)...           
        processing light 7 of 21 (obj  165)...           
        processing light 8 of 21 (obj  186)...           
        processing light 9 of 21 (obj   51)...           
        processing light 10 of 21 (obj   17)...           
        processing light 11 of 21 (obj   93)...           
        processing light 12 of 21 (obj  246)...           
        processing light 13 of 21 (obj  148)...           
        processing light 14 of 21 (obj  152)...           
        processing light 15 of 21 (obj  153)...           
        processing light 16 of 21 (obj  164)...           
        processing light 17 of 21 (obj  159)...           
        processing light 18 of 21 (obj   11)...           
        processing light 19 of 21 (obj  162)...           
        processing light 20 of 21 (obj  191)...           
        processing light 21 of 21 (obj   90)...           
        21 of 21 anim lights reached surfaces                              
    
    ObjLightLightLevel starting out...
    
        processing light 1 of 34 (obj   58)...           
        processing light 2 of 34 (obj   53)...           
        processing light 3 of 34 (obj   67)...           
        processing light 4 of 34 (obj  157)...           
        processing light 5 of 34 (obj  100)...           
        processing light 6 of 34 (obj  147)...           
        processing light 7 of 34 (obj  186)...           
        processing light 8 of 34 (obj   57)...           
        processing light 9 of 34 (obj   60)...           
        processing light 10 of 34 (obj   84)...           
        processing light 11 of 34 (obj   96)...           
        processing light 12 of 34 (obj   93)...           
        processing light 13 of 34 (obj  159)...           
        processing light 14 of 34 (obj   74)...           
        processing light 15 of 34 (obj  127)...           
        processing light 16 of 34 (obj  120)...           
        processing light 17 of 34 (obj  128)...           
        processing light 18 of 34 (obj   99)...           
        processing light 19 of 34 (obj  151)...           
        processing light 20 of 34 (obj   62)...           
        processing light 21 of 34 (obj   52)...           
        processing light 22 of 34 (obj   92)...           
        processing light 23 of 34 (obj  165)...           
        processing light 24 of 34 (obj  185)...           
        processing light 25 of 34 (obj   87)...           
        processing light 26 of 34 (obj  191)...           
        processing light 27 of 34 (obj   97)...           
        processing light 28 of 34 (obj   98)...           
        processing light 29 of 34 (obj   65)...           
        processing light 30 of 34 (obj  164)...           
        processing light 31 of 34 (obj   64)...           
        processing light 32 of 34 (obj  153)...           
        processing light 33 of 34 (obj  117)...           
        processing light 34 of 34 (obj  102)...           
        30 of 34 object lights reached surfaces                              
    following 4 object lights didn't reach any surface:
    53.127.52.185.
    
    
    ...we inserted 85 lights
       including 30 regular from objects, 21 animated
    
    INFO: Lighting processing time 00:00:05
    
    All future level builds will be "optimized", until you disable 'optimize_bsp'
    Continue to use 'optimize' for fully optimized builds.
    Calculating path find cells...
      0%   
      2%
      5%
      8%
      11%
      14%
      17%
      20%
      23%
      26%
      29%
      32%
      35%
      38%
      41%
      44%
      47%
      50%
      52%
      55%
      58%
      61%
      64%
      67%
      70%
      73%
      76%
      79%
      82%
      85%
      88%
      91%
      94%
      97%
                                  
    
    Adding blocking objects splits...
      0%   
      11%
      23%
      35%
      47%
      59%
      71%
      83%
      95%
                                  
      Split database by 67 blocking obbs. 608 splits, 1 discards
    
    Adding door splits...
      0%   
      21%
      42%
      63%
      84%
                                  
      Split database by 19 doors. 84 splits, 4 discards
    
    Adding pathable objects...
    Adding moving terrain objects...
      Calculated 2746 path cells.
    Marking cells with blocking objects...
    Marking cells with doors...
    Precomputing cell centers...
    Collecting extra data for cells...
      0%   
      4%
      9%
      13%
      18%
      23%
      27%
      32%
      37%
      41%
      46%
      51%
      55%
      60%
      65%
      69%
      74%
      79%
      83%
      88%
      93%
      97%
                                  
    
    Preprocessing path cell edges to find walls and cliffs...
      0%   
      4%
      9%
      13%
      18%
      23%
      27%
      32%
      37%
      41%
      46%
      51%
      55%
      60%
      65%
      69%
      74%
      79%
      83%
      88%
      93%
      97%
                                  
    
    Finding cell lighting levels...
    Adding cell to cell links...
      0%   
      2%
      4%
      6%
      9%
      11%
      13%
      16%
      18%
      20%
      23%
      25%
      27%
      30%
      32%
      34%
      37%
      39%
      41%
      44%
      46%
      48%
      52%
      54%
      56%
      59%
      61%
      63%
      66%
      68%
      70%
      73%
      75%
      77%
      80%
      82%
      84%
      87%
      89%
      91%
      94%
      96%
      98%
                                  
    
    Optimizing Cell to Cell links...
      0%   
      1%
      3%
      4%
      6%
      7%
      9%
      11%
      12%
      14%
      15%
      17%
      19%
      20%
      22%
      23%
      25%
      27%
      28%
      30%
      31%
      33%
      35%
      36%
      38%
      39%
      41%
      42%
      44%
      46%
      47%
      49%
      50%
      52%
      54%
      55%
      57%
      58%
      60%
      62%
      63%
      65%
      66%
      68%
      70%
      71%
      73%
      74%
      76%
      77%
      79%
      81%
      82%
      84%
      85%
      87%
      89%
      90%
      92%
      93%
      95%
      97%
      98%
                                  
    
       ... Removed 65 links
    Done
    
    Setting floor types...
    Post-processing all moving terrain cells...
    Determining zones...
      type 0.......
        70 zones (type 0) found (528 solo)
      type 1......
        53 zones (type 1) found (526 solo)
      type 2......
        62 zones (type 2) found (518 solo)
      type 3....
        26 zones (type 3) found (516 solo)
    Linking pathfind zones.......
    Fixing up pathfind zones...
    
    Database built: 406k, 2746 cells, 5483 vertices, 8000 cell links,
                      70 Normal zones, 541 zone pairs. 9k
                      53 NormalLVL zones, 335 zone pairs. 7k
                      62 HighStrike zones, 396 zone pairs. 8k
                      26 HighStrikeLVL zones, 15 zone pairs. 5k
    
    Building rooms...
     131 rooms, 334 portals, 2.5496183 average portals per room
    Checking rooms...
    WARNING: room brush (br_id 71) center inside another room brush (br_id 72)
    WARNING: room brush (br_id 352) center inside another room brush (br_id 314)
    WARNING: room brush (br_id 357) center inside another room brush (br_id 270)
    WARNING: room brush (br_id 359) center inside another room brush (br_id 269)
    WARNING: room brush (br_id 364) center inside another room brush (br_id 329)
    WARNING: room brush (br_id 366) center inside another room brush (br_id 329)
    WARNING: room brush (br_id 371) center inside another room brush (br_id 350)
    WARNING: room brush (br_id 372) center inside another room brush (br_id 279)
    WARNING: room brush (br_id 376) center inside another room brush (br_id 350)
    WARNING: room brush (br_id 377) center inside another room brush (br_id 375)
    WARNING: room brush (br_id 378) center inside another room brush (br_id 350)
    WARNING: room brush (br_id 379) center inside another room brush (br_id 374)
    WARNING: room brush (br_id 385) center inside another room brush (br_id 350)
    WARNING: room brush (br_id 386) center inside another room brush (br_id 351)
    WARNING: room brush (br_id 387) center inside another room brush (br_id 381)
    WARNING: room brush (br_id 388) center inside another room brush (br_id 351)
    WARNING: room brush (br_id 389) center inside another room brush (br_id 337)
    WARNING: room brush (br_id 399) center inside another room brush (br_id 279)
    WARNING: room brush (br_id 399) center inside another room brush (br_id 410)
    WARNING: room brush (br_id 410) center inside another room brush (br_id 279)
    WARNING: room brush (br_id 410) center inside another room brush (br_id 399)
    WARNING: room brush (br_id 470) center inside another room brush (br_id 468)
    WARNING: room brush (br_id 471) center inside another room brush (br_id 314)
    WARNING: room brush (br_id 472) center inside another room brush (br_id 468)
    WARNING: room brush (br_id 474) center inside another room brush (br_id 381)
    WARNING: room brush (br_id 475) center inside another room brush (br_id 473)
    WARNING: room brush (br_id 540) center inside another room brush (br_id 329)
    WARNING: room brush (br_id 621) center inside another room brush (br_id 622)
    WARNING: room brush (br_id 623) center inside another room brush (br_id 625)
    WARNING: room brush (br_id 624) center inside another room brush (br_id 625)
    WARNING: room brush (br_id 627) center inside another room brush (br_id 275)
    WARNING: room brush (br_id 628) center inside another room brush (br_id 275)
    WARNING: room brush (br_id 659) center inside another room brush (br_id 650)
    WARNING: room brush (br_id 661) center inside another room brush (br_id 651)
    WARNING: room brush (br_id 751) center inside another room brush (br_id 750)
    WARNING: room brush (br_id 763) center inside another room brush (br_id 284)
    Room brushes with centers inside other room brushes have been hilighted.
    WARNING: room brush with portal center outside the world (br_id 271) 
    WARNING: room brush with portal center outside the world (br_id 316) 
    WARNING: room brush with portal center outside the world (br_id 337) 
    WARNING: room brush with portal center outside the world (br_id 350) 
    WARNING: room brush with portal center outside the world (br_id 383) 
    WARNING: room brush with portal center outside the world (br_id 384) 
    WARNING: room brush with portal center outside the world (br_id 391) 
    WARNING: room brush with portal center outside the world (br_id 393) 
    WARNING: room brush with portal center outside the world (br_id 399) 
    WARNING: room brush with portal center outside the world (br_id 410) 
    WARNING: room brush with portal center outside the world (br_id 410) 
    WARNING: room brush with portal center outside the world (br_id 410) 
    WARNING: room brush with portal center outside the world (br_id 655) 
    WARNING: room brush with portal center outside the world (br_id 750) 
    Room brushes with portal centers outside the world have been hilighted.
    Rooms checked.
    Building AI rooms...
    Generating cell-room lists...
     0% completed
     3% completed
     6% completed
     9% completed
     12% completed
     15% completed
     18% completed
     21% completed
     24% completed
     27% completed
     30% completed
     33% completed
     36% completed
     39% completed
     42% completed
     45% completed
     48% completed
     51% completed
     54% completed
     58% completed
     61% completed
     64% completed
     67% completed
     70% completed
     73% completed
     76% completed
     79% completed
     82% completed
     85% completed
     88% completed
     91% completed
     94% completed
     97% completed
     2746 cells, 27.755725 average cells per room
    Hinting objects...
    Building Flee Regions...
    
    INFO: Pathfind DB processing time 00:00:02
    
    
    INFO: Total build time 00:00:10

  7. #7
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    WARNING: **********************************************************************
    WARNING: Lightmap resolution scaling isn't compatible with lightmapped software
    WARNING: rendering, editor will render terrain unlit. Consider running editor
    WARNING: in hardware rendering mode.
    WARNING: **********************************************************************


    Why are you running with software rendering?

  8. #8
    New Member
    Registered: May 2016
    Quote Originally Posted by LarryG View Post
    WARNING: **********************************************************************
    WARNING: Lightmap resolution scaling isn't compatible with lightmapped software
    WARNING: rendering, editor will render terrain unlit. Consider running editor
    WARNING: in hardware rendering mode.
    WARNING: **********************************************************************


    Why are you running with software rendering?
    Im not sure. I remember messing with this in dromed.cfg, but ended up getting a full-screen dromed with no windows. What are the steps I need to take to getting hardware rendering working? Like I mentioned, this only seems to be a problem with this particular map.

  9. #9
    New Member
    Registered: May 2016
    Okay I just went in and uncommented a bunch of stuff in dromed.cfg having to do with hardware rendering. Its working now! This is really strange because its only an issue on my particular map / gamesys. Is there anything I should be warned about using hardware here?

    edit: My suspicion is that this happened while I was trying to get dromed to work on my laptop which is always finicky... I may have by accident somehow carried those settings over? Im still not clear on how this happened.

  10. #10
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I just can't think of reason for anyone to use software rendering with NewDark. IIRC it is a REALLY old legacy mode which is not of any value on current hardware.

  11. #11
    New Member
    Registered: May 2016
    Quote Originally Posted by LarryG View Post
    I just can't think of reason for anyone to use software rendering with NewDark. IIRC it is a REALLY old legacy mode which is not of any value on current hardware.
    Yeah I dont think I did it intentionally. Im trying to think why it all of the sudden defaulted to that and in my gamesys only.

  12. #12
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Those settings aren't mission-specific, they are Dromed configuration-specific as far as I know.

  13. #13
    New Member
    Registered: May 2016
    Quote Originally Posted by Yandros View Post
    Those settings aren't mission-specific, they are Dromed configuration-specific as far as I know.
    Yeah that's what it seems like and what makes this kind of strange.

    It seems to be working okay now! Thanks for the help everyone.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •