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Question by markfrancombe · Jun 16, 2012 at 11:57 AM · multiplayerlightmap

General Lightmapping advice.

I am having some issues with my lightmapping. I do have a very complex game area with many many houses, it has been generating 72 lightmaps. It was a long process before (took 4 or 5 hours) but just now, even though the model hasnt changed much, it took 2 days, and then Unit crashed.

There were a few errors alng the way (notmal ones about the UV not being in 0,1 space) which I normally correct by reimporting the thing with generate UVs of lightmapping.

But what are some general rules?

Firstly should ALL my objects be set to Static? Or only ones that I want to RECEIVE shadows, like buildings and terrain. What of objects, that you want to CAST shadows in the lightmap, like lamp-posts or street props. Maybe they dont need to RECEIVE shadows, but you want them to cast...

How can I reduce my lightmapping time (avoiding crashes) without sacrificing shadow quality?

Oh.. and what are Light Probes? (using free version here, is it a Pro Thing?)

And how do people go about handling a VERY big scene, its not an MMO exactly as its a small area, a city-scape, but its dense, with many buildings (maybe 100 havent counted) most are VERY low poly and about 10 are quite high poly as they are interacted with in the game (you can go in doors) Interior rooms are handled in new scenes however.

Basically the game is a multi-player world, but where you go into single player instances for the quests.

Any general advice for this kind of game?

Regards

Mark

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avatar image markfrancombe · Jun 22, 2012 at 02:32 PM 0
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Im bumping this one, cos I posted it on a busy day, and it went off the bottom pretty quick.Ill summarise my question to one sentence from the last post...

And how do people go about handling a VERY big scene, its not an $$anonymous$$$$anonymous$$O exactly as its a small area, a city-scape, but its dense, with many buildings (maybe 100... havent counted) most are VERY low poly and about 10 are quite high poly as they are interacted with in the game (you can go in doors) Interior rooms are handled in new scenes however.

Any help and advice for building an optomised $$anonymous$$$$anonymous$$O city would be very much appreciated.

I know that when I stump for PRO, I can get into LOD, but for now... good advice?

:)

$$anonymous$$ark

avatar image markfrancombe · Jul 03, 2012 at 10:04 AM 0
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Still no answer: Im guessing that I have too general a question, so I would like to ask ONE SPECIFIC QUESTION:

After a VERY long lightmap (took all day) I got this error for all 56 lightmaps...

ImportSettings 'Assets/_scenes/$$anonymous$$agnate $$anonymous$$anager/LightmapFar-105.exr' has been modified but AssetDatabase.ImportAsset has not been called. Please fix the scripts code or Import the asset manually.

I dont know WHICH scripts code it thinks is broken, its just a lightmap... I didnt write any code for lightmapping.

Thanks in advance!

$$anonymous$$ark

avatar image angelcaf · May 14, 2013 at 01:27 PM -1
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Hello $$anonymous$$ark, I am facing a similar problem and I was wondering if you have solved it meanwhile you posted this question almost a year ago. Angelo

avatar image create3dgames · May 14, 2013 at 09:59 PM 0
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Light probes are a Pro thing

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