Lightmap scale on terrain patches

Shinobi

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Hey, some of my terrain patches have been showing up with REALLY blotchy lighting (sort of what it looks like with huge global illumination rays) and I noticed that the terrain patches that have this problem have their lightmaps set to 20...


Anyways, obviously the thing to do would be to set the lightmap scale back to 16 but when I do that it doesnt stay, it keeps setting itself back to 20


Now I should say these terrain patches are fairly large (2320x2432)...

any suggestions?
 
Displacements seem to do that. Particularly large ones, maybe?
 
I'll try chopping it up into smaller pieces and post the results next compile...
 
a good idea is to construct your terrain out of 512^3 brushes, and set the lowest mesh resolution (2). it won't give you stencil shadows but at least you won't be in blotchville
 
setting the mesh resolution lower improves the shadows? whoops :D

ok I'll lower them down (they are at 3 right now) and make em smaller,, I'll do a before after shot next compile

thx :)
 
had the same problem with my map....i cut the displacement into four parts instead and that did the trick....just make sure you select them all when you go to paint geometry....group them if need be.
 
Shinobi said:
setting the mesh resolution lower improves the shadows? whoops :D

ok I'll lower them down (they are at 3 right now) and make em smaller,, I'll do a before after shot next compile

thx :)

uh, no. the lowered mesh res isn't to make the shadows sharper - it's to avoid an unnecessarily large tri-count in your terrain using 512 blocks. the BLOCKSIZE is to make your shadows sharper - smaller the brush face, the sharper the shadows

hints: the bigger your displacement faces are, the smaller you can afford to make the displacement grid; the smaller the displacement faces, the larger the grid should be

ideally use 512^2 faces + displacement grid of 2 on a large terrain area. this gives you a reasonable lightmap res plus not too many tris. on smaller terrain areas you can use grid of 3. it all depends on how much other stuff is being rendered in the PVS
 
UltraProAnti said:
uh, no. the lowered mesh res isn't to make the shadows sharper - it's to avoid an unnecessarily large tri-count in your terrain using 512 blocks. the BLOCKSIZE is to make your shadows sharper - smaller the brush face, the sharper the shadows

hints: the bigger your displacement faces are, the smaller you can afford to make the displacement grid; the smaller the displacement faces, the larger the grid should be

ideally use 512^2 faces + displacement grid of 2 on a large terrain area. this gives you a reasonable lightmap res plus not too many tris. on smaller terrain areas you can use grid of 3. it all depends on how much other stuff is being rendered in the PVS

k I know that, I though they meant you could have sharper light map scales with a lower res... but yeah, I'm guessing getting it at a base 16 size is probably a good idea...
 
ok I chopped up my geometry and managed to get the lightmap scale down to 16 but I still get these huge circles of light... I'll try to get a screenshot up...
 
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