Black objects on maps - rebuild lighting?



  • My settings just anisotropic filtering activated, otherwise no ini tweaks:

    [SystemSettings]
    StaticDecals=True
    DynamicDecals=True
    UnbatchedDecals=True
    DecalCullDistanceScale=1.000000
    DynamicLights=False
    DynamicShadows=True
    LightEnvironmentShadows=True
    CompositeDynamicLights=True
    SHSecondaryLighting=True
    DirectionalLightmaps=True
    MotionBlur=False
    MotionBlurPause=True
    MotionBlurSkinning=1
    DepthOfField=True
    AmbientOcclusion=False
    Bloom=False
    bAllowLightShafts=False
    Distortion=True
    FilteredDistortion=True
    DropParticleDistortion=False
    bAllowDownsampledTranslucency=False
    SpeedTreeLeaves=True
    SpeedTreeFronds=True
    OnlyStreamInTextures=False
    LensFlares=True
    FogVolumes=True
    FloatingPointRenderTargets=True
    OneFrameThreadLag=True
    UseVsync=False
    UpscaleScreenPercentage=True
    Fullscreen=True
    Borderless=False
    AllowOpenGL=False
    AllowRadialBlur=True
    AllowSubsurfaceScattering=True
    AllowImageReflections=True
    AllowImageReflectionShadowing=True
    bAllowSeparateTranslucency=False
    bAllowPostprocessMLAA=False
    PostProcessAAType=4
    bAllowHighQualityMaterials=True
    MaxFilterBlurSampleCount=16
    SkeletalMeshLODBias=0
    ParticleLODBias=0
    FoliageLODBias=0
    SSAOQuality=2
    DetailMode=2
    MaxDrawDistanceScale=1.200000
    ShadowFilterQualityBias=0
    MaxAnisotropy=2
    MaxMultiSamples=1
    bAllowD3D9MSAA=False
    bAllowTemporalAA=False
    TemporalAA_MinDepth=500.000000
    TemporalAA_StartDepthVelocityScale=100.000000
    MinShadowResolution=64
    MinPreShadowResolution=8
    MaxShadowResolution=1024
    MobileShadowTextureResolution=1120
    MaxWholeSceneDominantShadowResolution=1280
    ShadowFadeResolution=128
    PreShadowFadeResolution=16
    ShadowFadeExponent=0.250000
    ResX=1920
    ResY=1080
    ScreenPercentage=100.000000
    SceneCaptureStreamingMultiplier=1.000000
    ShadowTexelsPerPixel=1.300000
    PreShadowResolutionFactor=0.500000
    bEnableBranchingPCFShadows=False
    bAllowHardwareShadowFiltering=False
    TessellationAdaptivePixelsPerTriangle=48.000000
    bEnableForegroundShadowsOnWorld=False
    bEnableForegroundSelfShadowing=False
    bAllowWholeSceneDominantShadows=True
    bUseConservativeShadowBounds=False
    ShadowFilterRadius=2.000000
    ShadowDepthBias=0.012000
    PerObjectShadowTransition=60.000000
    PerSceneShadowTransition=600.000000
    CSMSplitPenumbraScale=0.500000
    CSMSplitSoftTransitionDistanceScale=4.000000
    CSMSplitDepthBiasScale=0.500000
    CSMMinimumFOV=40.000000
    CSMFOVRoundFactor=4.000000
    UnbuiltWholeSceneDynamicShadowRadius=20000.000000
    UnbuiltNumWholeSceneDynamicShadowCascades=3
    WholeSceneShadowUnbuiltInteractionThreshold=50
    bAllowFracturedDamage=True
    NumFracturedPartsScale=1.000000
    FractureDirectSpawnChanceScale=1.000000
    FractureRadialSpawnChanceScale=1.000000
    FractureCullDistanceScale=2.000000
    bForceCPUAccessToGPUSkinVerts=false
    bDisableSkeletalInstanceWeights=false
    HighPrecisionGBuffers=False
    AllowSecondaryDisplays=False
    SecondaryDisplayMaximumWidth=1280
    SecondaryDisplayMaximumHeight=720
    MaxSoundNodeRandomChildren=18
    MobileFeatureLevel=0
    MobileFog=True
    MobileHeightFog=False
    MobileSpecular=True
    MobileBumpOffset=True
    MobileNormalMapping=True
    MobileEnvMapping=True
    MobileRimLighting=True
    MobileColorBlending=True
    MobileColorGrading=False
    MobileVertexMovement=True
    MobileOcclusionQueries=False
    MobileGlobalGammaCorrection=False
    MobileAllowGammaCorrectionWorldOverride=True
    MobileLODBias=-0.5
    MobileBoneCount=75
    MobileBoneWeightCount=2
    MobileUsePreprocessedShaders=True
    MobileFlashRedForUncachedShaders=False
    MobileWarmUpPreprocessedShaders=True
    MobileCachePreprocessedShaders=False
    MobileProfilePreprocessedShaders=False
    MobileUseCPreprocessorOnShaders=True
    MobileLoadCPreprocessedShaders=True
    MobileSharePixelShaders=True
    MobileShareVertexShaders=True
    MobileShareShaderPrograms=True
    MobileEnableMSAA=False
    MobileContentScaleFactor=1.0
    MobileVertexScratchBufferSize=150
    MobileIndexScratchBufferSize=10
    MobileLightShaftScale=2.0
    MobileLightShaftFirstPass=0.5
    MobileLightShaftSecondPass=1.0
    MobileModShadows=True
    MobileTiltShift=False
    MobileMaxMemory=300
    MobilePostProcessBlurAmount=32.0
    MobileTiltShiftPosition=0.5
    MobileTiltShiftFocusWidth=0.3
    MobileTiltShiftTransitionWidth=0.5
    MobileMaxShadowRange=500.0
    MobileBloomTint=(R=1.0,G=0.75,B=0.0,A=1.0)
    MobileClearDepthBetweenDPG=False
    MobileSceneDepthResolveForShadows=TRUE
    ApexLODResourceBudget=1000000020040877300000.000000
    ApexDestructionMaxChunkIslandCount=2500
    ApexDestructionMaxShapeCount=0
    ApexDestructionMaxChunkSeparationLOD=1.000000
    ApexDestructionMaxActorCreatesPerFrame=-1
    ApexDestructionMaxFracturesProcessedPerFrame=-1
    ApexDestructionSortByBenefit=True
    ApexGRBEnable=false
    ApexGRBGPUMemSceneSize=128
    ApexGRBGPUMemTempDataSize=128
    ApexGRBMeshCellSize=7.500000
    ApexGRBNonPenSolverPosIterCount=9
    ApexGRBFrictionSolverPosIterCount=3
    ApexGRBFrictionSolverVelIterCount=3
    ApexGRBSkinWidth=0.025000
    ApexGRBMaxLinearAcceleration=1000000.000000
    bEnableParallelAPEXClothingFetch=True
    ApexClothingAvgSimFrequencyWindow=60
    ApexClothingAllowAsyncCooking=True
    ApexClothingAllowApexWorkBetweenSubsteps=FALSE
    TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_WeaponNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Effects=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
    TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    PerformedBucketing=True
    OriginalBucket=5
    SoundMinCompressed=2
    TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
    
    

    Haven’t checked every map, here are just a few examples:
    Cistern
    Arena
    Courtyard
    Tower
    Moor (also notice the tree laying inside of the rock)
    Stoneshill
    Frostpeak
    Ruins



  • I have confirmed that other players have the same problem.



  • This should be fixed in the next patch.



  • @Andrew:

    This should be fixed in the next patch.

    Looking forward, thanks!


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