EXCEPT the terrain material do have a lightmap defined ('lightmap $lightmap'), i use the latest SVN version and there is a sky material also
The terrain just render fine but it seem nothing is calculated, it just render the terrain plain light without shadows etc., i added a point light too but nothing was calculated too, looking at the tech demo though it look like it use a baked lightmap into the diffuse texture so not sure if its expected or not (does CaLight affect terrain?).
On others maps CaLight work fine.
Here is the sky material:
Code: Select all
Textures/SkyDomes/Thrawn1 // Uses the same sunlight settings as PK_BrightDay2, the other candidate for the TechDemo.cmap.
{
AmbientShader A_SkyDome
LightShader none // == noDynLight
// The '#' in the next line is auto-replaced with the relevant suffixes (_px, _ny, ...).
cubeMap Textures/SkyDomes/Thrawn1#.png, wrapS clampToEdge, wrapT clampToEdge
ambientMask d // Don't write into the z-Buffer, so that entities (like missiles) outside of the map can still be drawn.
noShadows // This material does not cast dynamic shadows.
meta_sunlight (220 180 100) (100 -699 -1715)
meta_editorImage Textures/SkyDomes/Thrawn1_pz.png
}
Code: Select all
Terrains/dhunt_terrain_texture
{
AmbientShader A_Terrain // Override the automatic shader selection.
LightShader none1234 // Override the automatic shader selection - make sure no light shader is selected.
// noDynLight // Same effect as the previous line.
diffusemap Textures/Terrains/dhunt_texture.png, wrapS clampToEdge, wrapT clampToEdge, noScaleDown, noCompression
lightmap $lightmap
lumamap Textures/Terrains/dhunt_detail5.jpg, noScaleDown, noCompression // "A_Terrain" takes the Luma-map as Detail-map (optional).
shaderParamExpr fParam4 // The first eight shader parameters are taken from fParam4 to fParam11
shaderParamExpr fParam5 // and specify the coefficients of two planes for automatic tex-coord generation.
shaderParamExpr fParam6
shaderParamExpr fParam7
shaderParamExpr fParam8
shaderParamExpr fParam9
shaderParamExpr fParam10
shaderParamExpr fParam11
shaderParamExpr 200 // Scale / Repetitions of the Detail-map.
twoSided // "twosided" is required for the SOAR terrain algorithm.
}
Code: Select all
Map compilation: Running command 'C:\devlab\Cafu-bin-r525-win32\cafusrc\build\win32\vc10\x86\release\CaBSP\CaBSP.exe "Games\DHunt\Maps\DHunt_TestMap.cmap" "Games\DHunt\Worlds\DHunt_TestMap.cw" '
*** Cafu Binary Space Partitioning Utility, Version 10a (Jul 11 2012) ***
Registering archive "Games/DeathMatch/Textures/SkyDomes.zip".
*** Load World Games\DHunt\Maps\DHunt_TestMap.cmap ***
All game entities done, processing the worldspawn entity now.
Preparing worldspawn clip data ( 0: 0:12)... done ( 0: 0:12).
Face Children : 42 Draw World Outer Point Samples: 6
PointLights : 0
InfoPlayerStarts : 1
Other Children : 1
GameEntities : 4
*** Binary Space Partitioning *** 0: 0:12
Nodes created : 66
Leaves created : 67
Faces : 78
*** Portalization *** 0: 0:12
Portalization : done
Portals : 325
*** Fill Inside *** 0: 0:12
Inner Leaves : 3
Faces : 9
*** Chop Up Interpenetrations *** 0: 0:12
Faces : 17
*** Binary Space Partitioning *** 0: 0:12
Nodes created : 18
Leaves created : 19
Faces : 23
*** Portalization *** 0: 0:12
Portalization : done
Portals : 61
*** Fill Inside *** 0: 0:12
Inner Leaves : 3
Faces : 16
*** Merge Faces *** 0: 0:12
Faces : 8
*** Chop up for max LightMap size *** 0: 0:12
Faces : 8
*** Chop up for max SHLMap size *** 0: 0:12
Faces : 8
*** Binary Space Partitioning *** 0: 0:12
Nodes created : 8
Leaves created : 9
Faces : 8
*** Portalization *** 0: 0:12
Portalization : done
Portals : 23
*** Fill Inside *** 0: 0:12
Inner Leaves : 3
Inner Leaves : 3
Outer Leaves : 6
*** Sort Faces *** 0: 0:12
done
*** Create Default LightMaps *** 0: 0:12
done
*** Create zero-band SHL maps *** 0: 0:12
done
*** Compute Draw Structures *** 0: 0:12
T-Junction removal : done
Draw structures : done
*** Save World *** 0: 0:12
Games\DHunt\Worlds\DHunt_TestMap.cw
COMPLETED. 0: 0:13
Map compilation: Running command 'C:\devlab\Cafu-bin-r525-win32\cafusrc\build\win32\vc10\x86\release\CaPVS\CaPVS.exe "Games\DHunt\Worlds\DHunt_TestMap.cw" '
*** Cafu Potentially Visibility Set Utility, Version 05 (Jul 11 2012) ***
Registering archive "Games/DeathMatch/Textures/SkyDomes.zip".
*** Load World Games\DHunt\Worlds\DHunt_TestMap.cw ***
*** Create SuperLeaves ***
9 SuperLeaves created from
9 world leaves in CW file.
*** Initialize *** 0: 0: 2
SLs Adjacency Graph : done
SLs Bounding Boxes : done
Trivial Visibility : 1.66667
Estimated PVS : 1.66667
*** Potentially Visibility Set *** 0: 0: 2
Final Avg Visibility: 1.66667
*** Statistics ***
Size (bytes) : 12
CheckSum : 169
*** Save World *** 0: 0: 2
Games\DHunt\Worlds\DHunt_TestMap.cw
COMPLETED. 0: 0: 3
Map compilation: Running command 'C:\devlab\Cafu-bin-r525-win32\cafusrc\build\win32\vc10\x86\release\CaLight\CaLight.exe "Games\DHunt\Worlds\DHunt_TestMap.cw" -gd=Games\DHunt\ -BlockSize 3 -StopUE 0.1'
*** Cafu Lighting Utility, Version 3 (Jul 11 2012) ***
Registering archive "Games/DeathMatch/Textures/SkyDomes.zip".
Loading World 'Games\DHunt\Worlds\DHunt_TestMap.cw'.
- BlockSize is 3x3.
- StopUE is 0.100.
- I will NOT ask you for more.
- BlockSize for direct lighting is 1x1.
*** Initialize Patches *** 0: 0: 2
# patches allocated: 0
Patch coords and sunlight information calculated.
Sunlight smoothed.
*** Initialize PatchMeshesPVS matrix *** 0: 0: 2
PatchMeshes: 0
Bytes allocated for PatchMeshesPVS matrix: 0
WARNING: NON-TRIVIAL PVS INFORMATION REQUIRED FOR SENSIBLE LIGHTING!
[You may choose to ignore this warning, but lighting will take much longer.]
# matrix elements set to 'PARTIAL': 0 ( -1.#IO%)
Still 'PARTIAL' after 1st optimization pass: 0 ( -1.#IO%)
*** PHASE I - performing direct lighting *** 0: 0: 2
1. # area light sources: 0
2. # point light sources: 0
*** PHASE II - performing bounce lighting *** 0: 0: 2
Info: 0 calls to RadiateEnergy() caused 0 potential divergency events.
*** Tone Reproduction (Ward97) *** 0: 0: 2
MinBrightness: -9.21034
MaxBrightness: -9.21034
*** Post-Process Borders *** 0: 0: 2
Borders completed. 0 patches modified in 2nd part.
*** Write Patch values back into LightMaps *** 0: 0: 2
*** Creating entity lightmaps *** 0: 0: 2
*** Saving World *** 0: 0: 2
Games\DHunt\Worlds\DHunt_TestMap.cw
COMPLETED. 0: 0: 2