Hey guys,
I have a problem with my tileset-meshes I want to use to build up buildings in my map. Well, I created perfectly aligning props with (nearly) perfectly seaming textures that should allow me to build versatile houses and up to a certain point it works fine. The problems are coming when I build the lighting with lightmass -> it creates lighting "bugs" (?) showing the seams between the single meshes.
Have a look on this screenshot, I think it shows what I mean:

As you can see, it's quite OK in unlit mode, the lightmap however does not work well..
How I proceeded:
- create static meshes with autodesk softimage for simple wall, wall with window, wall with door etc.
- Use one large 2048 texture for diffuse; all meshes are sharing this one.
- Every mesh has it's unique "complete texture space using" lightmap
- Export the mesh to UDK, using hard edges for the corners so that lightmass is not trying to fake round corners of the meshes
Can you tell me what else I have to do to get my meshes perfectly seamless? I also tried to make the lightmap "pixel accurate" so that there are no half pixels at the corners but it did not really help. And I checked the epic meshes and those aren't pixel accurately lightmapped either.. Ah, yes, and the bug shows up with all lighting quality levels, although it is worst for "preview" and best for "production".
If you need further information, just tell me! This issue really kept me busy for quite a time and I really need to get it fixed^^
Many, many, many thanks in advance,
Hackmet
I have a problem with my tileset-meshes I want to use to build up buildings in my map. Well, I created perfectly aligning props with (nearly) perfectly seaming textures that should allow me to build versatile houses and up to a certain point it works fine. The problems are coming when I build the lighting with lightmass -> it creates lighting "bugs" (?) showing the seams between the single meshes.
Have a look on this screenshot, I think it shows what I mean:

As you can see, it's quite OK in unlit mode, the lightmap however does not work well..
How I proceeded:
- create static meshes with autodesk softimage for simple wall, wall with window, wall with door etc.
- Use one large 2048 texture for diffuse; all meshes are sharing this one.
- Every mesh has it's unique "complete texture space using" lightmap
- Export the mesh to UDK, using hard edges for the corners so that lightmass is not trying to fake round corners of the meshes
Can you tell me what else I have to do to get my meshes perfectly seamless? I also tried to make the lightmap "pixel accurate" so that there are no half pixels at the corners but it did not really help. And I checked the epic meshes and those aren't pixel accurately lightmapped either.. Ah, yes, and the bug shows up with all lighting quality levels, although it is worst for "preview" and best for "production".
If you need further information, just tell me! This issue really kept me busy for quite a time and I really need to get it fixed^^
Many, many, many thanks in advance,
Hackmet
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