Game Development Community

Lightmapping

by Daniel Buckmaster · in Constructor · 10/23/2010 (4:59 am) · 1 replies

I've been trying to create some DIFs with nice baked shadows, like the default test mesh with the pipes that comes with TGE 1.5.2. If I go in and just create a new brush and a pipe static shape, the lightmap that gets calculated for the interior in TGE is terribly blurry - as are shadows of other brushes in the DIF. I thought changing the lightmap size in the Scene/Lighting Profiles menu would help, but even upping the lightmap size to 2048 and the quality to highest didn't seem to affect the outcome.

Anyone know what I should do to get better quality lightmaps?

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
10/04/2011 (7:43 am)
Isn't it the other way around? I tought giving a smaller number made the lightmaps better looking. Thus more CPU intensive.