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FPSC Classic Product Chat / How do I fix the shadow polygon effect?

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DJ Almix
20
Years of Service
User Offline
Joined: 25th Feb 2006
Location: Freedom
Posted: 1st Sep 2010 06:57
I've tried all that is said but I still get this:



I have full light mapping on and this is my setup.ini:


rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 1st Sep 2010 12:10
lightmapquality=200
Might be your problem right there, dont reckon the lightmap quality goes that high try 30-50.
wizard of id
20
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 1st Sep 2010 12:17
Per Pixel light mapping is needed.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Nbt
16
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 1st Sep 2010 13:21
Lightmap quality is a percentage, so max is 100 as rolfy noted above.

Those pink pipes are the biggest eyesore regarding normals problems, so maybe they just have no smoothing ?

The present lightmapper is not the greatest regarding any curved surfaces and FPSC in general seems to have limited smoothing support, but I cannot say if that is just a .x problem, as I am not a lover of the file format.

I used to map entire levels that were 10x the size of an FPSC level with gile[s] using between 3-4 lightmaps total (512 - 1024 res maps, so not huge things) for the entire map and get better results which is sad

Yet I still think those pipes just have zero smoothing, as I for one have never had that problem with LM Quality set so high in FPSC.

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