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Seamless Hallway lighting [screenshot inside]

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    Seamless Hallway lighting [screenshot inside]

    I'm making this hallway using small pieces of the wall. They are supposed to be seamless, and they are before I build lights, but after I do, seams appear in the lighting. Changing the building quality and toggling Lightmass has no effect on the issue.



    Any ideas how to fix this?

    #2
    The hallway is entirely staticmesh?

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      #3
      Yes, it is made of pieces of static meshes. The light seams appear where those pieces meet.

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        #4
        For things like hallways, I personally like to use BSP. It saves you the trouble of laying out UV's, setting up collision and avoiding problems with seams and lighting. If it's not too late, may I suggest building the hallway out of BSP geometry?

        Why people despise BSP so much nowadays, I don't really understand.

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          #5
          I'm using Static meshes because I need to move/hide/show some of these walls in game. Also to quickly test different level layouts/puzzles. I also need to have the level replicated else where in the game world with different sections.

          I personally dislike BSP because they need to be rebuilt everytime they're moved, and I'm not a big fan of the texture controls.

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            #6
            DO you have a second UV channel for lightmaps?

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              #7
              No, I don't think so... I only have the UV map I imported with the model for texture, not sure how to have separate UV map for Lightmaps

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                #8
                You can generate unique UV's in the staticmesh previewer in UDK or simply insert another UV set in your modeling program. I only how to do it in Maya.

                UV's must never overlap for lightmap UV's

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                  #9
                  im having some similar issues in an enviroment im working on. I am using static meshes (that walls are more complex then a flat plane), it is modular like in this instance and i do have them set to use a seperate uv set for lightmap (as defined in maya), but im still get these hard lines. I do have a lightmass importance volume and i just threw in one of the built in skymaps as a placeholder... anyone have any other suggestions?

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                    #10
                    Heh, we were dealing with exactly the same problem and I'm pretty sure it all came down to the UV channels

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                      #11
                      Youtube and google are always your friends. There's a variety of different possibilities but the most likely:

                      http://www.youtube.com/watch?v=ntx10JMl9f4

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