YouGroove Posted March 12, 2013 Posted March 12, 2013 Is it a way to not have lightening seams ? Perhaps some BSP merge duplicated vertex could be helpfull (some sort of merging BSP models like compiling before game starts) ? Anyway i do'nt knwo how to do with the cylinder ? If we could import our own lightmaping it would be better indeed. Quote Stop toying and make games
YouGroove Posted March 12, 2013 Author Posted March 12, 2013 Can anyone lighten me on that and tell me if this works like that, or if it could exist some solution , please ? I would need to know that because in my ealier game develoment , i need to knwo if i can go BSP for level making or instead go the model. Caus for models, i have to make and work on 3D tiles, and for BSP i can begin create the level already right now. Quote Stop toying and make games
Josh Posted March 12, 2013 Posted March 12, 2013 Yes, the lightmapper presently ignores smooth groups. It's a fairly simple fix, but it will have to wait until after the GDC. Just use the brushes as they are now and I will add light smoothing when I get back, then you can recalculate the lightmaps. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
YouGroove Posted March 12, 2013 Author Posted March 12, 2013 Ok thanks Josh Quote Stop toying and make games
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