At the moment I have only 2 lights, a dominant directional light and a spotlight, but I don't want it to light specific things, I just want lightmass to ignore it at baking, so it remains a dynamic light (and that way later on when I'll add more foliage and props the specularity remains on the ground and I'll be able to…
ok on a new note.. with the may build of UDK, shadows seem to be a bit picky. normally i can create nice looking shadows with static lights and static meshes, but now with May, i cant create hard shadows with static lighting anymore. regardless, my main issue.. i build my lighting over and over again, yet still when i go…
Hi Blankslatejoe!I tested out this and runs good on my very shitty pc(intel e5500, 4g ram, radeon hd 5450).My setup is like this: one dominant directional light for sun.only this cast dynamic shadows.and there are some movable point light what uses the light functions.they have small radious ,so each one hit maximum 2-3…
Anyone knows how i can make a glowmap actually emit light? I just used a RGB glow map and plugged it into the emissive slot. I then enabled the emit light under lightmass in the static mesh properties. No matter what values i put in there it doesnt emit any light. Any ideas?
Thats actually what i did :/ I set it even way higher to see if that works. Also set the emissive boost high played with various settings, not sure what to change. It still won't emit any light. Have to manually place lights to fake the emissive light, which doesnt look too good :/
Im having the same problem as scumworks, no matter what I do I cant get my scene to render correctly even though I know my lightmaps are fine. It renders better with a dynamic light, but the shadows are really sharp and I can only get lighting from one of my directional lights.
I'm having a small problem with the lightmass in UDK. Today I have added some specular maps in my scene and tweaked them a little bit, added a spotlight to be able to see some nice lighting with the camera's angle, everything went perfect until I rebuilt the lighting (I had the lighting built before adding specularity to…
Momo, it looks like you are using vertex lighting rather than actual pixel based light maps as your static mesh has it's bOverrideLightmapResolution checked on and it's OverriddenLightmapResolution set to 0. Lightmap resolution set to 0 in Unreal means use vertex based light maps. You should un-check…
I am having horrible problems with my lighting. My aim is to light the room with a primary light through the windows and then have a few secondary lights on the inside. - I keep getting these bsp surfaces that are not lit correctly. - I have my bsp lightmass resoultion set to 1 - My wall thickness is 1pt - using 24-bit. -…