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Luoshuang's GPULightmass

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    Heya,

    Really appreciate your contribution to the gamedev community.

    I have looked at the code on GitHub and am planning to port this to Vulkan API so it is not tied to any vendor specific hardware.
    DM me if you wanna help out and get me up to speed; otherwise it will be a bit tedious for me.

    Comment


      Originally posted by Monu29 View Post
      Heya,

      Really appreciate your contribution to the gamedev community.

      I have looked at the code on GitHub and am planning to port this to Vulkan API so it is not tied to any vendor specific hardware.
      DM me if you wanna help out and get me up to speed; otherwise it will be a bit tedious for me.
      Any chance you could update it to support UE 4.23 first ?

      Comment


        Originally posted by NiukNiuk View Post
        Anybody here knows how to make it work with 4.23 preview? Thanks!
        try https://github.com/sgeraldes/LightmassConfiguration

        Comment


          Originally posted by motorsep View Post

          Any chance you could update it to support UE 4.23 first ?
          https://github.com/sgeraldes/LightmassConfiguration

          Comment


            Originally posted by motorsep View Post
            Meanwhile, has anyone figured out how to get GPULightmass working with 4.23 ?
            https://github.com/sgeraldes/LightmassConfiguration

            Comment


              Thanks, but I already tried this tool,
              it works fine with 4.22.3 but doesn't work with 4.23 preview, even when editing the .bat file (crash when launching ue4)

              Comment


                So, are you basically saying "I figured it out using this source release!" ? Just re-posting the link to github repo isn't going to help.

                Comment


                  Originally posted by motorsep View Post

                  So, are you basically saying "I figured it out using this source release!" ? Just re-posting the link to github repo isn't going to help.
                  Also, the script is not setup to work with 4.23 until someone ports the GPU Lightmass itself to 4.23. I'll gladly update the script to 4.23 as soon as the core lightmass is updated. You guys are stuck with 4.22 until then.
                  Technology Officer
                  Magma3D

                  Comment


                    Originally posted by ghassen charai View Post
                    Hello, when I try to install the script this error occurs, keep in mind I installed the ue4 4.21 on another drive ? any help please?
                    You are probably using the latest version of the script, which is configured by default to 4.22, while your installation is 4.21. For the script to work with it, you need to manually edit (notepad will do)( and change the UnrealVersion = 4.22 to 4.21
                    Technology Officer
                    Magma3D

                    Comment


                      Originally posted by motorsep View Post

                      So, are you basically saying "I figured it out using this source release!" ? Just re-posting the link to github repo isn't going to help.
                      you have instillation for 4.22.3 isn't it clear? it did a thing for me, if not I will not post it.

                      Comment


                        Originally posted by Bimbachi View Post

                        you have instillation for 4.22.3 isn't it clear? it did a thing for me, if not I will not post it.
                        I am still using source/binaries and hybrid install as described in the earlier posts in this thread, for 4.22.3. I have not messed with github source for that reason.

                        Comment


                          Originally posted by motorsep View Post

                          I am still using source/binaries and hybrid install as described in the earlier posts in this thread, for 4.22.3. I have not messed with github source for that reason.
                          Can you share the binaries generated for 4.23 in your build?
                          Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                          Unreal products: Dynamic Picture Frames, Neo Kinect

                          Comment


                            Originally posted by RVillani View Post

                            Can you share the binaries generated for 4.23 in your build?
                            They are in the first post of this thread

                            Comment


                              Originally posted by motorsep View Post

                              They are in the first post of this thread
                              The source is. But I mean the files generated from the build, so that we can just overwrite the ones in the launcher version. If you build from the source, isn't that what gets generated?
                              I'm asking because building from the source takes a long time (to clone it, build it), so if you already have those files built.....
                              Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                              Unreal products: Dynamic Picture Frames, Neo Kinect

                              Comment


                                Originally posted by RVillani View Post

                                The source is. But I mean the files generated from the build, so that we can just overwrite the ones in the launcher version. If you build from the source, isn't that what gets generated?
                                I'm asking because building from the source takes a long time (to clone it, build it), so if you already have those files built.....
                                Not sure what you mean.

                                I replace .h and .cpp file in my UE4 source tree with GPULightmass ones and then build the engine. Then I download GPULightmass binaries for 4.22.3 and copy it over to respective folders in my freshly build engine source tree, replacing existing ones. The only .DLL I don't copy if the UnrealED one. Then I edit my base lightmass ini file and it's good to go.

                                It's the only way I can get GPULightmass working when building from source. If I only use cpp and h files, I don't get any lightmaps building at all.
                                Last edited by motorsep; 08-20-2019, 03:54 PM.

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