mesh to bright

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  1. #1
    Apprentice Veryl is offline
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    mesh to bright

    So im working on a quest map but for some reason GunZ wont render the lightmap properly. I experience mesh being rendered too bright compared to other meshes. like the whole mesh just turns plain white and it usually looks good when I remake it. but Im getting tired of remaking the same mesh over and over :/Ive got another question tho; it seems like an anti aliasing problem wich is pretty severe. Whenever I put mesh through other mesh the outline of the mesh is all choppy and blocky. is this solveable? anyone has an idea how to put the lightning settings for a mesh right so it wont get overbright? lowering the power of an omni doesnt really help. I can get the white to grey again but the other meshes who should be lighten up aswell are black then. its really hard to find a balance.sorry english isn't my first language.
    Last edited by Veryl; 21-10-13 at 08:23 PM.


  2. #2
    2D > 3D Wucas is offline
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    Re: mesh to bright

    Make sure the scale is 100%, if it is even a small bit less or more it messes with all sorts of things (lightmap, softbodies, animations, etc).

    If you want, just send me the file and I will tell you what is wrong.

  3. #3
    Apprentice Veryl is offline
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    Re: mesh to bright

    I haven't touched the scale tool at all :/the only thing I did was convert to poly, and move the edges..any way to reset the mesh or some sort? Thank you for wanting to take a look at my file: http://puu.sh/4VQhe.max I havent made much yet

  4. #4
    2D > 3D Wucas is offline
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    Re: mesh to bright

    Well regardless, the item was scaled at one time or another.



    Next time, before export, go to the heirarchy tab (third one), select all objects, and click reset scale (do not reset transform).



    It should zero everything out and make it 100%



    See if that helps.

  5. #5
    Apprentice Veryl is offline
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    Re: mesh to bright

    Quote Originally Posted by Wucas View Post
    Well regardless, the item was scaled at one time or another.Next time, before export, go to the heirarchy tab (third one), select all objects, and click reset scale (do not reset transform).It should zero everything out and make it 100%See if that helps.
    oh you're probably right. my memory is sloppy >w< But its still to bright. I tried resetting it but im not sure what changes in the hierachy.I put the omni's to 0.500 now.

  6. #6
    2D > 3D Wucas is offline
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    Re: mesh to bright

    Quote Originally Posted by Veryl View Post
    oh you're probably right. my memory is sloppy >w< But its still to bright. I tried resetting it but im not sure what changes in the hierachy.I put the omni's to 0.500 now.
    You're gonna have to give me a little time to download MAX 2010. I am on a new system and only have MAX 2014 currently. I'll message you again when I get everything sorted out.

  7. #7
    Its Friday :D! trunksx is offline
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    Re: mesh to bright

    It works fine to me :


    http://puu.sh/4VZGx.max

  8. #8
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    You should change up your mesh anyways, this small section already uses 1,7k polys, howd you plan on finishing the map at this pace?
    (you rougly have 20k-30k polys max (ps;lucas, gtfo pavilion did have heavy problems when exceeding 24k polys)).
    The holes in the bars, just use a texture with alpha channel for those, close those ovals on the wall of (and maybe make them round and not oval) and apply a prerendered texture on it.
    Also, no need to stretch the bottom part down to -80k, just enough to reach the deathzone is enough (around -2k) and then just put a black fade texture on a mesh slightly over your walls, same thing maiet,lucas and i do to make something fade into black.
    As you can see in your screenshot the tubes or w/e in the wall cause some render issues because they are seperate objects and not connected with the polys its on, its an annoying behavior of realspace.

    It should export correctly, did you mess around with the settings in worldedit? (mainly the tolerance)

  9. #9
    Apprentice Veryl is offline
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    Re: mesh to bright

    Your version of the file does work fine for me aswell Trunks o.o ...weird...did you use 3D max 2010 and hit the reset button? maybe I just need to upgrade to 2014. thanks for the tips Hellsniper. I'm not going to make the map very large, just around that size. but I'll start over from scratch and rely more on textures.its just one room of the six levels for a quest Im making. My idea was just to make one wide road with a large scenery. but Im also going to animate flying drones and working machinery, so yeah I'll be carefull with the polycount. I'll keep the rs around 15k and maybe 5k .elu's. I'll have to follow some 3D max tutorials on how to weld vertexes to edges. from experience, GunZ doesn't really like the "attach" tool in editable poly.

  10. #10
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    Quote Originally Posted by Veryl View Post
    GunZ doesn't really like the "attach" tool in editable poly.
    All attaching does is merging objects into a single object, it doesnt change the mesh in the slightest or join vertices polygons or anything at all.
    If something isnt conneceted properly you get what you have there.

  11. #11
    Apprentice Veryl is offline
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    Re: mesh to bright

    I tried attaching the whole map once and I fell through the mesh, but I can use it for elu files.I think its because attaching an object does merge the object, but they remain two different elements without welding vertices. about the reset button. I used it on a single scaled object and all objects, but nothing changes here.also tried new settings with the tolerance in worldedit; didn't do anything aswell :c. mesh still to bright

  12. #12
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    Quote Originally Posted by Veryl View Post
    I tried attaching the whole map once and I fell through the mesh
    Thats what you have the seperate dedicated collision mesh for.
    Quote Originally Posted by Veryl View Post
    I think its because attaching an object does merge the object, but they remain two different elements without welding vertices
    Pretty much what i just said in the previous post.

    You could always merge your old scene into a new empty scene (import -> merge).

  13. #13
    Apprentice Veryl is offline
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    Re: mesh to bright

    I guess I already knew that. its not like Im gonna attach hides lol. still stuck at this overbrightening lightmap issue though. Im really wondering what Trunks did to make it work. it really seems to be the scale issue. but maybe I have to press something else first before I reset scale in Hierachy?

  14. #14
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    Well i dont have your original max file so i wouldnt be able to tell you that.
    Though did you try merging your scene into a fresh new scene yet?

  15. #15
    Apprentice Veryl is offline
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    Re: mesh to bright

    Quote Originally Posted by HellSniper View Post
    Well i dont have your original max file so i wouldnt be able to tell you that.Though did you try merging your scene into a fresh new scene yet?
    yep first I reset scale in Hierachy and then I've reset Max and merge the file but it exports with the same overbright outcome :sthis is another map btw. The boxes on the side should be greyish, not whiteish. the floor looks good though. I have another question though. does the navpath for NPC'S also be the collision for the npc's?so Lets say I can put the Navpath a little higher with some bends as it seems the npc (like a wardrone aka mass effect) is floating.other whise I always could make the drone a little higher from the ground.
    Last edited by Veryl; 27-10-13 at 02:05 PM.

  16. #16
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    Quote Originally Posted by Veryl View Post
    yep first I reset scale in Hierachy and then I've reset Max and merge the file but it exports with the same overbright outcome :s
    Well send me the file in a pm ill look into it.
    Quote Originally Posted by Veryl View Post
    The boxes on the side should be greyish, not whiteish. the floor looks good though. I have another question though. does the navpath for NPC'S also be the collision for the npc's?so Lets say I can put the Navpath a little higher with some bends as it seems the npc (like a wardrone aka mass effect) is floating.other whise I always could make the drone a little higher from the ground.
    Yes and no, the navpath merely tells the npc where it walks and where it cant go to, if you remove the nav file from a quest map and play that map, youll see npcs just standing around, not moving towards you, that is because it cant calculate a path because the data to do so i missing (the nav file).
    But yah, you'll be safe with putting it slightly abouve ground intead of steps youd make a slope btw.

  17. #17
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    You've had send me the wrong file, i meant the file from the first post, whatever.

    Quick basic global illumination light setup with a sun.
    Everything is calculated normaly.

    Based on the map files mesh structure id say you made that in radiant and imported it in a weird way into max but cant tell for sure.
    Anyways, since your modeling (sorry) kinda sux, basically always add a reset xform and collapse/apply all modifiers.
    The last part (collapsing modifiers) isnt that important but i find it rather annoying to have 6161 modifiers stackd.

    After you do the hierachy and xform reset everything should work normaly.

  18. #18
    Apprentice Veryl is offline
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    Re: mesh to bright

    how did you do the basic global illumination light setup if I may ask? o.oand I modeled everything in MAX btw. I cant model in GTK.Im still a beginner modeler ;c

  19. #19
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    Hint; look at the 8 first lights on any maiet map.

  20. #20
    Apprentice Veryl is offline
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    Re: mesh to bright

    ok well. resetting the Xform make the collision and the scale of my meshes weird. I cant seem to walk again on the floor but I think that is because I didnt actually work with hides and passes because if you dont name an object, the meshes are solid (as long as they are closed boxes).with some help from tutorials about 3D max Im learning everything from scratch again, but Im still bugging my head why Trunks could get this to work so easely with the information Wucas provided. and I think its because of my version of 3D max 2010.so my next question is, are exporters for gunz compatible with 3D max 2014? also, can I install the 64bit version?
    Last edited by Veryl; 16-11-13 at 03:05 PM.

  21. #21
    2D > 3D Wucas is offline
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    Re: mesh to bright

    Quote Originally Posted by Veryl View Post
    ok well. resetting the Xform make the collision and the scale of my meshes weird. I cant seem to walk again on the floor but I think that is because I didnt actually work with hides and passes because if you dont name an object, the meshes are solid (as long as they are closed boxes).with some help from tutorials about 3D max Im learning everything from scratch again, but Im still bugging my head why Trunks could get this to work so easely with the information Wucas provided. and I think its because of my version of 3D max 2010.so my next question is, are exporters for gunz compatible with 3D max 2014? also, can I install the 64bit version?
    No. There are public exporters for Max 9 and Max 2010.

  22. #22
    Ninja Goblin HellSniper is offline
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    Re: mesh to bright

    When you apply a reset xform you reset any transform information without the mesh not being affected by it anymore.
    Apply the xform and then continue to work onward from there on, alternativley you can also try to reconvert your object into a editable poly, after applying a xform reset.

    Oh and yes, obviously closed volumes work, collision doesnt "need" to have the hide prefix.
    However, generally you want your visual mesh to not be closed volumes, why? because it saves polys.
    Therefor youd use a seperate closed volume mesh for the collision.

  23. #23
    Apprentice Veryl is offline
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    Re: mesh to bright

    alright. thanks. ^-^



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