Home Unreal Engine

Lightmap compression always on ingame

Blubberblase
polycounter lvl 7
Offline / Send Message
Blubberblase polycounter lvl 7
Hi,
i have disabled lightmap compression in the config files but i still get the compression while ingame, while in editor it's fine. Is there another config file besides lightmass.ini where i need to change it?

how it's supposed to be
kpobhvi4wod.jpg

how it looks:
ucrd2992pwg.jpg

thanks in advance :)

Replies

  • leleuxart
    Options
    Offline / Send Message
    leleuxart polycounter lvl 10
    It took me awhile to notice it, but it looks like it's only on one part of the mesh? Have you tried increasing the lightmap resolution? Could you post the lightmap UVs? I'm pretty sure UDK can't/won't run in-game without lightmaps, just like it has to compress the textures. If you don't want to use lightmaps, you can use Dynamic lighting, but from my experience, UDK's Dynamic lighting is a little annoying to work with.
  • mAlkAv!An
    Options
    Offline / Send Message
    mAlkAv!An polycounter lvl 5
    Select your meshes, open properties (F4), go to StaticMeshComponent->Rendering and enable "Force Mip Streaming"
  • Blubberblase
    Options
    Offline / Send Message
    Blubberblase polycounter lvl 7
    force mip streaming fixed it thank you :) i will have a look into dynamic lighting though, building times are getting silly
Sign In or Register to comment.