How to fix Green lighting bug on imported machines tags
How to fix Green lighting bug on imported machines tags
Hi,
Many of you that have imported mach tags from single player maps to multiplayer maps had this bug:
In this tutorial i show you how to fix this, it's really simple and there is no need to nullout lightmaps as we have seen many mods with this problem, the only solution that was found in the past was to null out lightmap which basicaly made the shaders look wreid, in fact ugly because the reflections and bumpmaps lightning looks sharp without the lightmap.
In this example i am using the base gate from containement, i couldn't recreate the bug, i don't know why, so it took a mod from Ragdoll at halomods and i'll use it because it's a perfect example of this bug ( sorry :XD: )
The mod:
http://forums.halomods.com/viewtopic.ph ... 71&t=62506
The bug:
As you can see the lighting is green, sometimes it's completly dark and everysingle object that is over it will take that lighting, there is how to fix this.
Go to the machine's model:
mode - scenarios\objects\multi\containment\base_gate\base_gate
To fix this we are going to null out two reflexives on the mode tag, GREAT thanks to XZodia for the plugin, so we now just have to edit 4 values instead of removing it on the chunk cloner :p
Get the plugin that is attached to this thread.
Go to the machine's model:
mode - scenarios\objects\multi\containment\base_gate\base_gate
Set to 0 these values:
Clic Save
Now sign map and test you should now get normal lighting for machines and object that goes over it.
Before fixing the bug:
Bug fixed:
Many of you that have imported mach tags from single player maps to multiplayer maps had this bug:
In this tutorial i show you how to fix this, it's really simple and there is no need to nullout lightmaps as we have seen many mods with this problem, the only solution that was found in the past was to null out lightmap which basicaly made the shaders look wreid, in fact ugly because the reflections and bumpmaps lightning looks sharp without the lightmap.
In this example i am using the base gate from containement, i couldn't recreate the bug, i don't know why, so it took a mod from Ragdoll at halomods and i'll use it because it's a perfect example of this bug ( sorry :XD: )
The mod:
http://forums.halomods.com/viewtopic.ph ... 71&t=62506
The bug:
As you can see the lighting is green, sometimes it's completly dark and everysingle object that is over it will take that lighting, there is how to fix this.
Go to the machine's model:
mode - scenarios\objects\multi\containment\base_gate\base_gate
To fix this we are going to null out two reflexives on the mode tag, GREAT thanks to XZodia for the plugin, so we now just have to edit 4 values instead of removing it on the chunk cloner :p
Get the plugin that is attached to this thread.
Go to the machine's model:
mode - scenarios\objects\multi\containment\base_gate\base_gate
Set to 0 these values:
Clic Save
Now sign map and test you should now get normal lighting for machines and object that goes over it.
Before fixing the bug:
Bug fixed:
- NotZachary82
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- NotZachary82
- Posts: 644
- Joined: Sun Oct 28, 2007 9:15 am
- Location: TX, USA
green light
hello neodos iam having a litle problem when i set the values to 0 on my machine witch is the scarab the hole things turns black so if you can help me it would be apreciated tanks
This is because the scarab model is using a shader that use a STEM that doesn't exist on MP, i didn't do research on stem, but as the scarab shaders use this stem:
shaders\shader_templates\opaque\prt_scarab
(in fact some models from MP use this stem that doesn't work fine on MP)
You'll have to use another stem by swaping it by a stem like
shaders\shader_templates\opaque\tex_bump
Then replace in order the bitmaps ( bump, normal map, detail map, cube map)
Just find a shader on MP that is using the tex_bump_env stem and look at it's idents for the bitm tags, this one has this order:
-bumpmap
-default vector
-normal map
-detail map
-cube map
-linear_corner_fade
While the scarab stem has the bitmaps in this order:
-bumpmap
-normal map
-detail map
-cube map
-linear_corner_fade
You can add the default vector bitmap chunk with the chunk cloner or you could duplicate a shader that uses the tex_bump_env and replace the bitmaps by the scarab bitms and then on the model swap to the new shader.
shaders\shader_templates\opaque\prt_scarab
(in fact some models from MP use this stem that doesn't work fine on MP)
You'll have to use another stem by swaping it by a stem like
shaders\shader_templates\opaque\tex_bump
Then replace in order the bitmaps ( bump, normal map, detail map, cube map)
Just find a shader on MP that is using the tex_bump_env stem and look at it's idents for the bitm tags, this one has this order:
-bumpmap
-default vector
-normal map
-detail map
-cube map
-linear_corner_fade
While the scarab stem has the bitmaps in this order:
-bumpmap
-normal map
-detail map
-cube map
-linear_corner_fade
You can add the default vector bitmap chunk with the chunk cloner or you could duplicate a shader that uses the tex_bump_env and replace the bitmaps by the scarab bitms and then on the model swap to the new shader.
Read the post above s'il te plait...LE_NUL wrote:Hello to all. I have a small problem, when I makes the tuto my mach is not green any more but her(it) is quite black! Please help me . thanks
No it shouldn't create holes, if you get holes with serenity use SPPF, i never got problems with SPPF btw.OwnZ joO wrote:Would this new method without deleting it with the chunk cloner make them map have holes for serenity, because you're leaving the data there but nulling out the reflexive?
And thanks DrXThirst , too bad if you don't release your mod :/
- Thrasher Alpha
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