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FPSC Classic Product Chat / Segment Seams When Lightmapping

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xyzz1233
16
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Joined: 18th Nov 2007
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Posted: 23rd Jun 2008 05:22 Edited at: 23rd Jun 2008 05:26
I've got a problem... I've placed a light under a set of stairs, but instead of getting a nice lightmapping effect, I got a nice lightmapping effect with a bunch of ugly segment seams around the segment with the light. How can I fix this?
Little Bill
16
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Joined: 18th Jun 2008
Location: UK
Posted: 23rd Jun 2008 09:06
Open the setup.ini file in the FPSC root directory and change lightmappingquality to 60 or more.
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 23rd Jun 2008 09:29
No, I reccomend 100-200, anything below 100 looks bad, really bad.......

xyzz1233
16
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Posted: 23rd Jun 2008 19:16 Edited at: 23rd Jun 2008 19:25
Thanks! I had no idea that was there... Anyway, is this in the Hints an- I mean the Official Community Guide to FPSC? I searched for lightmapping in there, but didn't get anything about this.
Ehetyz
17
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Joined: 26th Feb 2007
Location: The house by the cemetery
Posted: 23rd Jun 2008 19:25
Quote: "No, I reccomend 100-200, anything below 100 looks bad, really bad......."



All my levels are built with lightmap quality at 20...



-Astek Games Developer-
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 23rd Jun 2008 19:41
50 looks great. 100 looks great. the higher it is, the longer it takes to load.

Please check out my WWII Media Pack 1 FPSC thread... http://forum.thegamecreators.com/?m=forum_view&t=131014&b=3&p=0
xyzz1233
16
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Posted: 23rd Jun 2008 20:02
To load or to build the lightmaps?
jeffhuys
18
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Joined: 24th May 2006
Location: No cheesy line here.
Posted: 24th Jun 2008 21:12
I think to load AND build



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Ezykeyal
17
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Joined: 13th May 2007
Location: Primordium
Posted: 24th Jun 2008 22:08
The higher the lightmap setting, the more your cpu needs to be able to calculate the light maps thus lengthening your the build of your level, if very complex.
The more lightmap information is in your final build of the environment, the longer it will take to load it into the memory when playing the actual game...
Take a look at the filesize of the built map and notice how it's size increases dramatically with high value lightmaps.
xyzz1233
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Joined: 18th Nov 2007
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Posted: 25th Jun 2008 08:33
I guess you're right. Still, atmosphere makes a game...
GOTH 1 SNIPER
User Banned
Posted: 25th Jun 2008 08:44
I put mine at 999 =) it WOW it looked so good ((((BUT))) It takes like all night to build a small map


lightmaptexsize=1280
lightmapquality=999

That's what i put =)

Myspace:http://www.myspace.com/DEATH1sniper
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AMSHNOK!!!
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 25th Jun 2008 10:03
I dont see why people want crisp shadows. in real life, you see more soft than crisp.

The Simon Cowell of TGC.
jeffhuys
18
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Joined: 24th May 2006
Location: No cheesy line here.
Posted: 25th Jun 2008 12:51
But crisp is so... Beautiful. Like the shader from DBPro. I use it all the time by the smallest things that even don't need it... Just eye-candy .



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xyzz1233
16
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Joined: 18th Nov 2007
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Posted: 25th Jun 2008 17:24
...Like shining through the little holes in a staircase.
Ezykeyal
17
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Joined: 13th May 2007
Location: Primordium
Posted: 25th Jun 2008 20:39
Just because it does'nt resemble real life it does not mean it can not look beautiful...
Gunn3r
18
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 25th Jun 2008 22:03
Take Ratchet and Clank: Tools Of Destruction for an example of what Exykeyal was saying. Beautiful game, but completely not real.


Gunn3r Games

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