Shadow calculation and lightmaps explained
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Re: Shadow calculation and lightmaps explained
Its a bit a old topic but after I build a new comnputer I reinstalled maniaplanet.
Now I come to the conclusion that convert maps from tmx is not working anymore.
OMG
Now I'm totally lost
So , does anyone know that its still possible to convert maps from TMUF to TM2 ?
And if so , how ?
And if not , Hylis HELP.
Now I come to the conclusion that convert maps from tmx is not working anymore.
OMG
Now I'm totally lost
So , does anyone know that its still possible to convert maps from TMUF to TM2 ?
And if so , how ?
And if not , Hylis HELP.
Last edited by TMarc on 15 Feb 2016, 22:35, edited 1 time in total.
Reason: smiley overdose unnecesary
Reason: smiley overdose unnecesary
System Specs:
OS: Windows 7 Professionnal x64
CPU: Intel Core i7-6700K / 4 GHz - 8 MB cache
GPU: MSI GTX 980TI GAMING 6G - OC Edition
Motherboard: ASUS MAXIMUS VIII RANGER
RAM : 32Gb Kingston HyperX Savage - DDR4
DirectX 11
OS: Windows 7 Professionnal x64
CPU: Intel Core i7-6700K / 4 GHz - 8 MB cache
GPU: MSI GTX 980TI GAMING 6G - OC Edition
Motherboard: ASUS MAXIMUS VIII RANGER
RAM : 32Gb Kingston HyperX Savage - DDR4
DirectX 11
Re: Shadow calculation and lightmaps explained
I have it working again ^^ , I started it offline mode.
Don't know why but it works for me
Don't know why but it works for me
System Specs:
OS: Windows 7 Professionnal x64
CPU: Intel Core i7-6700K / 4 GHz - 8 MB cache
GPU: MSI GTX 980TI GAMING 6G - OC Edition
Motherboard: ASUS MAXIMUS VIII RANGER
RAM : 32Gb Kingston HyperX Savage - DDR4
DirectX 11
OS: Windows 7 Professionnal x64
CPU: Intel Core i7-6700K / 4 GHz - 8 MB cache
GPU: MSI GTX 980TI GAMING 6G - OC Edition
Motherboard: ASUS MAXIMUS VIII RANGER
RAM : 32Gb Kingston HyperX Savage - DDR4
DirectX 11
Re: Shadow calculation and lightmaps explained
Good news and thank you for having shared your solution
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Re: Shadow calculation and lightmaps explained
hello map converters !
sorry to start this thread again but i keep failing here. i pretty much read the whole topic but i cant make it work. there seem to be a few methods here..
im trying to convert old map to stadium with windows 8. i use the command lines and it accepts it by starting up tmania in small window, gives me the 'search of matching titles' window and then closes ammediatly.
so far i tried the go offline method, different command lines, adding/deleting new maps in the 'mymap' folder, etc etc
anyone knows what i might be doing wrong ?
thx potpan!
sorry to start this thread again but i keep failing here. i pretty much read the whole topic but i cant make it work. there seem to be a few methods here..
im trying to convert old map to stadium with windows 8. i use the command lines and it accepts it by starting up tmania in small window, gives me the 'search of matching titles' window and then closes ammediatly.
so far i tried the go offline method, different command lines, adding/deleting new maps in the 'mymap' folder, etc etc
anyone knows what i might be doing wrong ?
thx potpan!
Re: Shadow calculation and lightmaps explained
Here are the steps I do to compute shadows using command line:
1. First I rename my Documents\ManiaPlanet\Maps folder to _Maps.
2. Then I create a new folder Maps in Documents\ManiaPlanet.
3. I copy one of my Maps from _Maps\My Maps to the new folder Maps.
4. I copy all the maps that have no shadows (TM1 tracks) or need updated shadows (Lightmap version 5 maps) to the folder Maps.
5. I launch a self created shortcut to Maniaplanet.exe using this command line:6. I login to ManiaPlanet.
7. I update the first Title Pack that needs to be updated.
8. After this I close ManiaPlanet.
9. I repeat steps 5 to 8 until all Title Packs are up to date.
10. ManiaPlanet calculates/updates the shadows of all maps that needs new shadows.
11. After this ManiaPlanet closes automatically, IIRC.
12. I copy the updated maps to my old folder _Maps.
13. Than I remove the folder Maps and all automatically created subfolders.
14. Finally I renamed my folder _Maps back to Maps.
1. First I rename my Documents\ManiaPlanet\Maps folder to _Maps.
2. Then I create a new folder Maps in Documents\ManiaPlanet.
3. I copy one of my Maps from _Maps\My Maps to the new folder Maps.
4. I copy all the maps that have no shadows (TM1 tracks) or need updated shadows (Lightmap version 5 maps) to the folder Maps.
5. I launch a self created shortcut to Maniaplanet.exe using this command line:
Code: Select all
"C:\Program Files (x86)\ManiaPlanet\ManiaPlanet.exe" /computeallshadows /useronly /fullcheck /collections=Stadium /LmQuality=Default
7. I update the first Title Pack that needs to be updated.
8. After this I close ManiaPlanet.
9. I repeat steps 5 to 8 until all Title Packs are up to date.
10. ManiaPlanet calculates/updates the shadows of all maps that needs new shadows.
11. After this ManiaPlanet closes automatically, IIRC.
12. I copy the updated maps to my old folder _Maps.
13. Than I remove the folder Maps and all automatically created subfolders.
14. Finally I renamed my folder _Maps back to Maps.
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Re: Shadow calculation and lightmaps explained
Discovered this topic just now, if there are 2 kinds of lightmaps and I want to pack map in a title pack, will my local cache file be included or just the map only?
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Re: Shadow calculation and lightmaps explained
The map save a ligthmap compressed(1024x1024), the local chache save the "full" resolution of the lightmap(4096x4096) in ultra.
Re: Shadow calculation and lightmaps explained
It doesn't matter from where the map is started (local, multiplayer or title pack), the game uses the high quality lightmaps from the cache (if existing).
Therefore, it makes no sense to include the hi-res lightmaps in a title pack. The map loader looks only in the local cache for a corresponding lightmap. If he doesn't find one, the embedded lightmap is used.
You can understand this, if you take a look at the logfile of the debug version of ManiaPlanet:
Lightmap is loaded from the cache:
Code: Select all
[Hms] LightMapCache: Loaded local cache "BF020852C409D4E3"
Code: Select all
[Hms] LightMapCache: Can't find local cache "BF020852C409D4E3"
[Hms] LightMapCache: Loaded small cache "BF020852C409D4E3"
Code: Select all
Chunk Version: 11
Map UID: sL9h6GDCyumqtkNEmi5dd_FL3Aa
Environment: Stadium
Map Author: electron
Map Name: Unbenannt
Game Mode: Multi
Mood: Day
Decoration: Stadium
Deco Author: Nadeo
Map Type: TrackMania\GameplayEdit
Lightmap Cache: BF020852C409D4E3
Lightmap Vers.: 7
Title ID: TMStadium@nadeo
Code: Select all
38474C75863139989703241726A7F58A740F0B80A5F11013976645DA91710695_BF020852C409D4E3_Stadium_Day.Bump.LightMap.zip
CF6457CCE89B6C3BBCE99384A282D3F037CCFE94069C36AC89297B3EFE6A161D_BF020852C409D4E3_Stadium_Day.BumpIntens.LightMap.zip
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Re: Shadow calculation and lightmaps explained
Maby im not doing this right but im also not a coder of any kind. Made a batch file, and it does not seem to work. It contains the following:
Directories are correct. I put the batch file in my folder with the maps... which is C:\Users\Elie\Documents\ManiaPlanet\Maps\My Maps\TM2\Live
Code: Select all
SET CurrentDir=%~dp0
cd "F:\Program Files (x86)\Steam\steamapps\common\ManiaPlanet_TMStadium"
"F:\Program Files (x86)\Steam\steamapps\common\ManiaPlanet_TMStadium\ManiaPlanet.exe" /computeallshadows /useronly /collections=Stadium /LmQuality=Ultra
pause
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Re: Shadow calculation and lightmaps explained
I think this topic is no longer valid.
Check out this topic, especially for converting maps from mp3 to mp4: viewtopic.php?f=266&t=40871
Greetz,
Check out this topic, especially for converting maps from mp3 to mp4: viewtopic.php?f=266&t=40871
Greetz,
HaagseSmurf
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