Help on bad Lmap Coords
by Tim Lang · in Artist Corner · 08/19/2007 (1:15 pm) · 3 replies
So I created an area in constructor that has previously been working,...but now when I try to load it, it always gives me "bad LMap Coords!" I've re-textured it, re-lit it, I've done everything I can think of in constructor short of totally rebuilding the level, with the exact same result.
Please tell me someone has a fix for this?
Please tell me someone has a fix for this?
#2
I nailed down the brush that was causing the trouble last night. woulda been easier with a "find bad brush" tool ;) , basically, I started deleting and exporting pieces of the level until I wasn't getting the error anymore. I tracked it down to the bathroom (where the only mirror was...wondering if that might have been part of the problem)
So I just deleted that room and everything has been working back to normal again.
I'll double check my lightmap sizes tonight.
two questions, though
What sort of bad geometry can cause this sort of error?
How big a brush is too big?
oh, and btw, I've used a lot of brush editors over the years, and I think that constructor might be the best one I've ever touched! ;)
08/20/2007 (12:06 pm)
I'm using whatever's the newest version of Constructor.I nailed down the brush that was causing the trouble last night. woulda been easier with a "find bad brush" tool ;) , basically, I started deleting and exporting pieces of the level until I wasn't getting the error anymore. I tracked it down to the bathroom (where the only mirror was...wondering if that might have been part of the problem)
So I just deleted that room and everything has been working back to normal again.
I'll double check my lightmap sizes tonight.
two questions, though
What sort of bad geometry can cause this sort of error?
How big a brush is too big?
oh, and btw, I've used a lot of brush editors over the years, and I think that constructor might be the best one I've ever touched! ;)
#3
There are a variety of things that might cause it: a "flat" brush or a brush where some vertices have been collapsed into each other and the export code is having issues recognizing it are two examples.
In general it is hard to tell exactly what can make a "bad" brush and the best way to find them is do exactly like you did.
If a brush ends up having a *really* large surface on it then it will have a correspondingly large lightmap which can cause oddball issues like the one you encountered.
08/20/2007 (12:25 pm)
Quote:What sort of bad geometry can cause this sort of error?
There are a variety of things that might cause it: a "flat" brush or a brush where some vertices have been collapsed into each other and the export code is having issues recognizing it are two examples.
In general it is hard to tell exactly what can make a "bad" brush and the best way to find them is do exactly like you did.
Quote:How big a brush is too big?
If a brush ends up having a *really* large surface on it then it will have a correspondingly large lightmap which can cause oddball issues like the one you encountered.
Associate Matt Fairfax
PopCap
Also try going to Scene->Manage Lighting Profiles... and making sure that Default Lightmap Size and Max Lightmap Size are set to something like 256 (and not 0 or blank) for both the Editor and the Export settings.
Those prefs getting corrupted is the most common cause of this error. Other causes can be bad geometry and/or brushes that are too large.