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Thread: "Fake" lightmaps VS. "Real"

  1. #11
    Useless Member jngrow's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    OK THEN! I guess I'm not crazy XD.
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  2. #12
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    Re: "Fake" lightmaps VS. "Real"

    i agree, left is better.
    far more natural lighting, especially on the chief.
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  3. #13
    Senior Member fletcher77's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    What level did you compile your light at? I had the same problem with my map blast castle. I rendered it on medium and the bump mapping was not evident. I never did run it on super, so I don't know if it would have fixed it.
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  4. #14
    Useless Member jngrow's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    at low, for the uglier one. then at "none" for the better one (low, change geometry, recompile w/o light).
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  5. #15
    Senior Member Chewy Gumball's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    Quote Originally Posted by Tweek View Post
    i agree, left is better.
    far more natural lighting, especially on the chief.
    If by natural you mean light coming out of the ground? The chief looks better but thats about it. Unless you have some big light source coming from below those cliffs there is no way that light is anywhere close to natural.
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  6. #16
    Useless Member jngrow's Avatar
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    Re: "Fake" lightmaps VS. "Real"




    Ok, First one is "Real" second is "Fake". No lightshaders is a -1, but the awesome-ness of the bump maps (LOOK AT THAT SMG) is something to consider. The lighting in the fake is very unrealistic, like Chewy said, but I think it looks better. The Real has more ambiance, and is much more realistic, but you loose that MASSIVE level of detail.
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  7. #17
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    Re: "Fake" lightmaps VS. "Real"

    Quote Originally Posted by Chewy Gumball View Post
    If by natural you mean light coming out of the ground? The chief looks better but thats about it. Unless you have some big light source coming from below those cliffs there is no way that light is anywhere close to natural.
    are you KIDDING ME?

    on the left, there actually IS light.
    the right looks like hes just in some kind of purple haze-ish envirioment, and all the rock has been sanded down. i for one would prefer to play in an enviroment where rook actually looks like rock ALL THE TIME, and not only when some dynamic lightsource happens to come near it.
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  8. #18
    Senior Member Chewy Gumball's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    The lighting on the right is far more believable than the lighting on the left. The left is not natural at all. It doesn't matter anyway cause he shouldn't be done lighting his level.
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  9. #19
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: "Fake" lightmaps VS. "Real"

    Augh, do it in Mental Ray.
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