Hi, having a trouble lightmapping 280,000 world units (standard 3DS max units, grid spacing set to 8 , 16. Standard setup you would do to make UDK levels with 128, 256, 512 scale factors for right proportions)
At the moment scale in lightmap reaches to max at value 1 for any given object, the environment has 3 parts 100,000x100,000 for 2 areas and 80,000x80,000 for last part.
Manual setting of scale in lightmap does work and gives me 1 or 2 lightmaps easy but with higher texel density its making 6 lightmaps at 1k which for mobile is not good and still its blocky.
Roghly how do you approach world building for games like Real Racing 3 or Asphalt 8. Any ideas apart from level streaming which I doubt is supported in Unity and a slight load time while racing will hurt game play.
Thank you
Replies
What I have found is if you set this scale factor to 1 and your 3DS max units were set to Centimeter or Meters you are actually setting it x100. This is the part that has confused many at Unity forums and there is no concrete answer to this. Even Angry Bots have various scale factors and non of them are set to 1.
So keeping that in mind generic 280k max units at scale factor of .01 inside unity are actually 2800 units (you can say meter) and since the origin is centered so thats 1400 units either side while staying within float accuracy.
Just the trouble is Beast is limited to its own scale factor rather than smartly cover the area. The only workaround so far is to manually set scales of lightmap inside unity for each object and up the texel resolution and pray it all bakes with nice crispy shadows.