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| Unreal Tournament 2004 : Unreal Editor Help : Increase terrain lightmap reso. |
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| RED-FROG |
Posted 2nd Feb 2006 10:47pm |  |
L4Y Resident Post 861 / 5258
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Is it possible to increase the lightmap resolution on the terrain without having to re-do it?
I think the light map texture has the same size as the height map texture. A height map that has a resolution of 64x64 will also have a lightmap with such low dimensions.
I think it's not possible but maybe it is. I don't want to re-create the terrain because it looks good as it is, and a res of 64x64 is great enough.
You know, you can easily increase the lightmap on bsp via the surface properties. I couldnt find anything like that for the terrain yet.
Maybe I will try to export the lightmap, scale it up, increase the sharpness and re-import it. Then I can assign this texture as a vertex light map. But I'm not sure if that will change anything since there are almost no shadows. Only the big things casting shadwows.
Damn..I guess the only way is to increase the heightmap resolition right? Maybe I'll re-import that.. |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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| KillAllHumans |
Posted 3rd Feb 2006 7:19am |
L4Y Member Post 84 / 165
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i dont think you can change the lightmap detail in the editor. i guess you could scale up the terrain in your map 4 time export it shrink it 4 times and have a higher quality lightmap just guessing |
Feel Free To Ask Me For help
Josh 'IonizedMonkey' |
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| D2k |
Posted 3rd Feb 2006 7:29am |
L4Y Member Post 591 / 1923
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Well you can always make a second terrain info in the same room. Just delete the vertices / polygons in the middle area and try to match up the edges. I dont think that it can be too much trouble with there being a seam in the terrain if you do it right. Then again you might have to start it over. which personally i hate doing and im prety sure alot of other people hate starting over too.
try asking some people in the atari forums. Unforunatley ive been trying to register to them and i cant because i dont have an email provided by my isp. sooo mabye you can try www.beyondunreal.com |
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| KillAllHumans |
Posted 3rd Feb 2006 7:32am |
L4Y Member Post 93 / 165
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how does that work? |
Feel Free To Ask Me For help
Josh 'IonizedMonkey' |
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| RED-FROG |
Posted 7th Feb 2006 10:09pm |  |
L4Y Resident Post 866 / 5258
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Well, yeah good idea, I could just create a big flat terrain at the same position, move the smaller one out of the map and calculate the lightning on the big terrain, then I could use the lightmap for the small terrain and remove the big one again. hm
But somehow even on a higher detail the statue and trees casts no shadow, only a bridge. However, it was just a try to tweak the look, maybe I should go with projectors, but thats not worth it. |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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OutlawSkot33  |
Posted 7th Feb 2006 10:55pm |
Post 900 / 1292
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You cant.
Shadows are set at a certain limit on terrain for frame rate reasons and rendering.
Terrain contains as you now, MANY verticies, and because terrain is Vertex light (like static meshes), it has to consider the rending, framerates, etc to keep its from messing up. |
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| KillAllHumans |
Posted 8th Feb 2006 6:14am |
L4Y Member Post 129 / 165
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im sures theres a way. but it would probably involve some scripting |
Feel Free To Ask Me For help
Josh 'IonizedMonkey' |
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OutlawSkot33  |
Posted 10th Feb 2006 12:19am |
Post 903 / 1292
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| Quoting KillAllHumans | | im sures theres a way. but it would probably involve some scripting |
This is done by the engine code buried deep within the lighting part of the game.
Anyways, it wouldnt be able to be scripted to increase the lightmap. Terrain is vertex lit, like static meshes. In order to make the shadows clearer, the terrain would have to be created with ALOT of vertices and sectors, and the more the verices and sectors, the lower the framerates will get. |
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Modified Feb 10th, 12:21am by OutlawSkot33 |
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