@radiancef0rge: I use 3dsmax viewport, sry. Notepad++ for editing @Ashaman73: take a look at this: (the raw lightmap wasn't used in any test and it's here so you can compare the log10RGB encoded lightmaps with it) Decode the lightmap in shader and you get true HDR images:
Not sure if any polycounter's were effected by this news, but it's sad to hear. Sounds like over 100 employees have been let go, with little or no reason. http://kotaku.com/5013769/rumor-ex+lucasarts-staffer-talks-kotor-3-more-indy-wii-lightsaber-game Spark
aiconx: the upper right chicks pose looks nice Erik: the light from the lightsaber on his cape looks nice and the sword chick concept is interesting :) *Edit* forgot to upload my image :P day 118 - 1,5h speedpaint
thx thx. going to be adding when here and there. trying to force myself to keep this going for as long as i can for practice. ...3d printable lightsaber. This is for the 3dtrader contest and other. untextured, messing with multi-mat in keyshot. will textured it later with more wear and tear
Your lightmap uv looks good. It shouldn't be necessary but you can try disabling cast shadow on the decal meshes. Is it sure that it uses this uv set as lightmap uvs? You can check this out by typing "lightmap coordinate index" into the search in the static mesh editor.
Do you have a 2nd UV channel for all your meshes? Check out this tutorial series, lots of information on lightmaps. [ame=" https://www.youtube.com/watch?v=3eDjhOtiyuo"]UDK: Lightmap Basics - Introduction to Lightmapping with UDK Part 1/4 - YouTube[/ame]
it looks like your lightmap is bleeding black pixels. try to make sure the very edges of your lightmap unwrap fill up the whole UV to the very edge. if it isnt then unreal creates black pixels around the uv island what will bleed onto the lightmap
Assuming there aren't any overlapping UVs in max.... Are you actually using the UVs you made for lightmap or is unreal making new ones? Quite often it makes crappy lightmap UVs and there's not a lot you can do to fix it. You have to explicitly tell it to not make lightmap UVs in the mesh properties
Looks because of no lightmap it's being vertex lit probably. I know you said you had a lightmap uv for it but if it's not selected correctly inside UDK it will automatically go back to vertex lighting so when you re-imported it last it could have found the lightmap UV set properly.
[ QUOTE ] the video is almost exactly what I pictured, except my version had robots with lightsabers riding unicorns. [/ QUOTE ] Hehe, yep, pretty much dead on with what I imagined listening to the song. Cool style, cool video.