Lightmap size limit
by Michele Bedendo · in Game Design and Creative Issues · 12/13/2006 (3:54 am) · 3 replies
Hi guy,
I'm reading though the forum trying to understand if there a lightmap size limit. I'm searching about this because of an message error received when compiling my map file from the map2dif_plus which says that the lightmal scale is too low in order to respect the lightmap size limit of 256x256.
Since I'm working on a huge dimensions DIF file I need nice shadows as with a "normal size" model. It' s really hard find informations about Torque tools so I'm posting here the question directly:
Is that message saying REALLY that i can't obtain lightmaps bigger than 256x256?
(I hope really not because I would be very annoyed by this.)
Thanks in advance ;D.
Michele Bedendo
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TNT Artist-Designer
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I'm reading though the forum trying to understand if there a lightmap size limit. I'm searching about this because of an message error received when compiling my map file from the map2dif_plus which says that the lightmal scale is too low in order to respect the lightmap size limit of 256x256.
Since I'm working on a huge dimensions DIF file I need nice shadows as with a "normal size" model. It' s really hard find informations about Torque tools so I'm posting here the question directly:
Is that message saying REALLY that i can't obtain lightmaps bigger than 256x256?
(I hope really not because I would be very annoyed by this.)
Thanks in advance ;D.
Michele Bedendo
------------------------
TNT Artist-Designer
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#2
thanks for the help. This means that I can't have a single brush, having less polygons and optimizing the map, for maps of this dimensions. What a bad new :\\.
That's life...
Thanks again ;).
Michele Bedendo
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TNT Artist-Designer
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12/15/2006 (11:30 am)
Hi John,thanks for the help. This means that I can't have a single brush, having less polygons and optimizing the map, for maps of this dimensions. What a bad new :\\.
That's life...
Thanks again ;).
Michele Bedendo
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TNT Artist-Designer
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#3
It's best to balance brush and light map sizes, so you don't have too many brushes or too large of light maps. Generally I keep the big brushes just small enough that they compile in map2dif with out errors - that way I'm getting the best of both worlds, fewer brushes, but light maps that fit.
12/15/2006 (10:12 pm)
Hi Michele,It's best to balance brush and light map sizes, so you don't have too many brushes or too large of light maps. Generally I keep the big brushes just small enough that they compile in map2dif with out errors - that way I'm getting the best of both worlds, fewer brushes, but light maps that fit.
Torque Owner John Kabus (BobTheCBuilder)