PDA

View Full Version : another lightmass build glitch?



strangelet
11-23-2009, 04:16 PM
hey guys,

scuse me reposting this in a new thread but i rilly want to sort it out and im stumped.

ive got a problem where buildlighting is adding unsightly green blobs all over my lightmaps when rendering in lightmass - even at production settings.

ive put a few meshes with lightmap uvs in this map, added 1 light, 1 importancevolume then built. i cant make it go away! other tests of lightmass have come out fine, using only a couple of meshes.

i read the other *lightmass glitch* thread and updated to the latest UDK release but the problem is still there - any clues? is it a feature?!

win xp 32, 2gb ram

http://www.affuniverse.com/artdepot/public/Misc/17.jpg

Viion
11-23-2009, 04:17 PM
It has the matrix flu! I've came across this once, it doesnt happen when I have a few objects piece scene on a single flat plane but when I try pull 1 big mesh, I also come across this, they used to be purple.

I use win xp 64bit

strangelet
11-24-2009, 08:25 AM
bump!
so viion did it stop doing this at any point? any clues to what you might have done if you DID get it to stop?
any ideas gentlemen? this is a real blocker for me

Viion
11-24-2009, 08:42 AM
Is your level 1 Mesh or like 2-3 big meshes? When I import I split all my objects up and it doesnt seem to do it but I havent made a level as big as yours or as big as when I got this.

strangelet
11-24-2009, 05:55 PM
that level is composed of modular pieces, each about 256x256 uu. but really it shouldnt matter, this looks like a bug. if this is the XP bug mentioned in the workarounds (also mentioned in the other Lightmass Glitch thread) then hasnt that been fixed with the update?

KazeoHin
11-26-2009, 08:13 AM
That green color is error shading showing overlapped UVs in the lightmap, or at least that is what it says on the UDN. Try to make a new lightmap UV set

strangelet
11-26-2009, 08:54 AM
unfortunately the lightmap uvs are fine, im familliar with the process. ill double check tho, thx.