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  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Location
    Arizona
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    38
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    Gamertag: rickjones435

    Unhappy StaticMesh has Invalid LightMap CoordinateIndex

    For some reason I am getting this error on all my static Meshes that I put into my level any Idea on how to fix this.


    Warning Duck_Wars SM_lights StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Toilet StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Faucet StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Bottles StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Towen StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Drawers StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Vase StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Sink StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Mirror StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_door1 StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars Water_Overflow StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars Water_OBJECT StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars Drain StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_RoadKillOut StaticMesh has invalid LightMapCoordinateIndex.
    Warning Duck_Wars SM_Tub StaticMesh has invalid LightMapCoordinateIndex.


    Also I am getting these errors as well

    Warning DW-RubberDucky WorldInfo_4 Map should have KillZ set.
    Warning DW-RubberDucky WorldInfo_4 Maps not built with production lighting

  2. #2

    Default

    1. you don't have 2nd UV set for lightmaps or it points to wrong one

    2. in world properties set killz for your level
    (its not a big deal if you don't set it but it is used for example if your character falls from "edge of the world" and keeps falling infinitely so to make it respawn there is this killz height value

    3. build lighting and choose production quailty - it will take much longer than using preview settings so ignore this warning until you actualy need to build lighting in "final" quality

  3. #3
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,061

    Default

    You need to give all of your static meshes a second UV set in your 3D program that is used for lightmaps. This second UV set has to be in the 0-1 space, have no reversed faces, and no overlapping. This is what causes your issue.

    As for the killZ error, go into View > World properties and find the KillZ option and raise the number so it's closer to the bottom of your level but not actually touching it. This is the line that will kill the player and respawn them if they fall off the map.

    And the production lighting warning just means you're building your lights on preview. It's good to do that while working on a map so that warning isn't anything bad. When you're finished with it and want to release it, you can go to build lights and change the dropdown menu from preview to production to make the lights look a little better.

  4. #4
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    130

    Default

    Guys, I've also been having the same problem. According to what I know the light map works according to the UV wrap so I made sure that I uses the right "light coordination index" which was 0 for me. I've also generate a lightmap for udk as the second UV light map but it doesn't do a good job at all infact it's all broken.

    I tried to import the same uv map as the second index but the attempt brings me to chose a folder and I am really confused right now.

    There is no overlapping faces or reversed ones. Can someone point out the process of making a second light map?

    Your concern is highly aprriciated : ).

    Also I know most people have solved this problem but I just can't get it right. I already seen a couple of tutorials but none of them spesifically give details about the second light map.
    Edit:
    I found something interesting

    http://cg.tutsplus.com/tutorials/gam...apping-in-udk/

    I will try it at home but it would be great if someon can tell me how to import my own custom lightmap instead of generating one and implying it in udk
    Last edited by CodeHei; 08-19-2011 at 03:00 AM. Reason: Grammar and spelling mistakes

  5. #5
    MSgt. Shooter Person
    Join Date
    Apr 2011
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    Orlando, FL
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    Gamertag: Blast Hooligan

    Default

    Easy, this will help you, probably helps if you use 3DS Max...

    http://www.3dmotive.com/training/udk...ap-uv-channel/

  6. #6
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    130

    Default

    Quote Originally Posted by SantoToribio View Post
    Easy, this will help you, probably helps if you use 3DS Max...

    http://www.3dmotive.com/training/udk...ap-uv-channel/
    This is it!! Thank you very much!

    EDIT:

    One question, If I for example don't want to re-do the UVmap and leave it as it is, is it still necessary to create another light map? can I just change the light map coordination to 0 so it uses the original UV map? mine looks broken if I did that thought, any idea?
    Last edited by CodeHei; 08-20-2011 at 09:57 AM.

  7. #7
    MSgt. Shooter Person
    Join Date
    Apr 2011
    Location
    Orlando, FL
    Posts
    89
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    Gamertag: Blast Hooligan

    Default

    I'm not certain if you can use 0 for both diffuse and light map - it's simple enough to have an exact copy of 0 used as 1, though typically in my 0 I do a decent amount of overlapping UVs to get the most bang-for-the-pixel, where as obviously in 1, no overlaps are allowed. Best of luck!

  8. #8

    Default

    Hey thanks

  9. #9
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,580

    Default

    You can use the same UV channel for both your textures and your lightmap, however, that only works if the UV's follow the rules. Typically the UV mapping for your texture maps don't work as lightmaps so people make two sets of UV's. But you can use just the one channel as long as it's setup properly.

  10. #10
    Skaarj
    Join Date
    May 2012
    Location
    Austria
    Posts
    2

    Default

    Can anyone explain me how to make a second uv as lightmap? Because SantoToribios link is offline.


 

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