I would try using a light function to mask the light. It will make the light appear rectangular even though it isn't. Why can't you use a light function on a spotlight?
I'm aware of static lighting and emissive channels, if I'm not using them is because I don't want to. It's not like the whole scene is lit by a sun; I can't make events implying the foot lamps if I bake the lighting. There's a lot of UV mirroring that I would have to sacrifice for the sake of using lightmaps also.
About the light function, I didn't know the lights had to be movable to be able to use a function. It worked, though no matter what shape you use, scaling it to infinity in the desired axis tends to do what the light already does by default, so it's of no use in this case and slows down the perfomance by half. I guess I will have to try something different.
I'm aware of static lighting and emissive channels, if I'm not using them is because I don't want to. It's not like the whole scene is lit by a sun; I can't make events implying the foot lamps if I bake the lighting. There's a lot of UV mirroring that I would have to sacrifice for the sake of using lightmaps also.
Dynamic lighting on all the objects in a scene is a huge performance hit and not a realistic way to make a level in unreal.
Replies
http://udn.epicgames.com/Three/Lightmass.html#Mesh Area Lights from Emissive
I would try using a light function to mask the light. It will make the light appear rectangular even though it isn't. Why can't you use a light function on a spotlight?
http://udn.epicgames.com/Three/LightingReference.html#Light Functions
why can't you use static lighting?
About the light function, I didn't know the lights had to be movable to be able to use a function. It worked, though no matter what shape you use, scaling it to infinity in the desired axis tends to do what the light already does by default, so it's of no use in this case and slows down the perfomance by half. I guess I will have to try something different.
Dynamic lighting on all the objects in a scene is a huge performance hit and not a realistic way to make a level in unreal.
You could attempt it using a light function, if it absolutely must be dynamic.