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Re: Shadow calculation and lightmaps explained
Posted: 15 Feb 2016, 20:46
by hackie
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.

Re: Shadow calculation and lightmaps explained
Posted: 16 Feb 2016, 20:21
by hackie
I have it working again ^^ , I started it offline mode.
Don't know why but it works for me

Re: Shadow calculation and lightmaps explained
Posted: 16 Feb 2016, 21:18
by Alinoa
Good news and thank you for having shared your solution

Re: Shadow calculation and lightmaps explained
Posted: 14 Mar 2016, 01:33
by potpan
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!
Re: Shadow calculation and lightmaps explained
Posted: 14 Mar 2016, 12:17
by Electron
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:
Code: Select all
"C:\Program Files (x86)\ManiaPlanet\ManiaPlanet.exe" /computeallshadows /useronly /fullcheck /collections=Stadium /LmQuality=Default
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.
Re: Shadow calculation and lightmaps explained
Posted: 15 Mar 2016, 07:11
by Dommy
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?
Re: Shadow calculation and lightmaps explained
Posted: 18 Mar 2017, 23:02
by Sheiken
domino54 wrote: ↑15 Mar 2016, 07:11
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?
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
Posted: 19 Mar 2017, 00:10
by Electron
domino54 wrote: ↑15 Mar 2016, 07:11Discovered 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?
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"
Lightmap is not found in the cache and the embedded one is used:
Code: Select all
[Hms] LightMapCache: Can't find local cache "BF020852C409D4E3"
[Hms] LightMapCache: Loaded small cache "BF020852C409D4E3"
You can use
GbxDump to get the lightmap cache hash key (BF020852C409D4E3 in this example) of a map and find the corresponding entries in the logfile and the lightmap files in your local cache folder:
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
Re: Shadow calculation and lightmaps explained
Posted: 20 Jun 2017, 08:54
by Naveronasis_TM2
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:
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
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
Re: Shadow calculation and lightmaps explained
Posted: 20 Jun 2017, 09:47
by HaagseSmurf
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,