http://dedi-servers.net/ftp/dmt/ragequit.PNG
I have no idea what is causing this and how to fix it. :saddowns:
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http://dedi-servers.net/ftp/dmt/ragequit.PNG
I have no idea what is causing this and how to fix it. :saddowns:
no idea , never had that problem sorry :(
Not sure... check it out on BeyondUnreal.
Is that all one mesh right there?
That's called "Light Leaking" btw.
It's split up into a ton of pieces. 46 in total.
But the light leaking happens even in places where its 1 single piece.
unreal's lightmapping is rather terrible in general.
even if you've got a 100% perfectly tiling modular wall, it will pretty much NEVER give you a proper smooth lightmap between objects.
make sure your level is in fat a sealed thing much like halo, and there's no empy space above the object, causing the light to in effect only hit the object at the back-facing faces. (basically, that piece of roof you have there, is being lit from above, but because your roof is in essence, infinitely thin, it can't calculate light to that small.
make sure your walls have thickness, and light can't get into the 'empty space' behind walls.
this is also the reason why all props etc in unreal are sealed objects, and have their backs just with a generic flat metal texture on them. to make sure they're sealed objects.
i'm sorry if it's not really clear what i'm trying to tell you, but if you need more explaining, just ask.
that looks like it should work. does it?
Yeah it worked fine. I'll accommodate my next maps to be sealed all round. That'll solve this problem in the future.
you're welcome :eng101:
glad to have been able to shed some light on the situation
:caruso:
(just adding a brush in ued would have worked as well.)
I refuse to use a shitty modeling system.
Brushes can suck my dawng.