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How to fix Green lighting bug on imported machines tags

Posted: Mon Mar 24, 2008 5:52 am
by neodos
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:
Image

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:
Image

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:
Image

Bug fixed:
Image

Posted: Sun Mar 30, 2008 6:38 am
by LE_NUL
hello were can one have plugins please could you take place a link or I could download them.

Posted: Sun Mar 30, 2008 7:54 am
by NotZachary82
>_< neodos didn't even upload the plugin here. he just copied and pasted from remnant >_>

Posted: Sun Mar 30, 2008 8:39 am
by Yamagushi

Posted: Sun Mar 30, 2008 9:04 am
by NotZachary82
thanks yamagushi.

green light

Posted: Wed Apr 02, 2008 1:31 pm
by rick6969
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

Posted: Wed Apr 02, 2008 2:04 pm
by neodos
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.

Posted: Fri Apr 11, 2008 12:05 pm
by LE_NUL
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

Posted: Fri Apr 11, 2008 12:21 pm
by OwnZ joO
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?

Posted: Fri Apr 11, 2008 1:14 pm
by DrXThirst
Hey, nice job. Thanks for the tutorial.

I'm about to start work on a mod. I don't think it's going to get released though, so don't get your hopes up. :)

Posted: Fri Apr 11, 2008 3:34 pm
by neodos
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
Read the post above s'il te plait...
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?
No it shouldn't create holes, if you get holes with serenity use SPPF, i never got problems with SPPF btw.

And thanks DrXThirst , too bad if you don't release your mod :/

Posted: Sun Apr 13, 2008 5:59 am
by Eaton
Wow! I have been trying to figure out that for ages! Thanks for this!

Posted: Tue Apr 15, 2008 3:50 pm
by Thrasher Alpha
Notice, before it has the yelow color, after it is white :?

Posted: Wed Apr 16, 2008 4:20 am
by neodos
Read what i said in the post above if you still have problems it's a problem with the shader or stem's.

Posted: Wed Apr 16, 2008 10:44 am
by Ragdoll
:shock: That's my first mod.

Posted: Wed Apr 16, 2008 11:42 am
by neodos
Well, you can now fix your mod :lol:

Posted: Tue Apr 29, 2008 5:03 am
by MoDinIsMyArt
Thanks for this great tut!!! works perfect!! i am gonna be able to finish my mod