skayne: Not sure at all since I barely used decals but maybe it's because the camera enters the projection volume of the decal, try to put the decal volume closer to the wall.
Hey I think I sort of fixed it myself, I just set the cull distance of the decals to make the decals disapear within range and now I can tiledshot without a problem.
Mightypea, good tip but my wall is more or less flat with zero vertices to paint on. Been fooling around with it today and quickly figured out that my first attempt was my best attempt. (Decals + Point lights). Thanks for the help.
Hey guys. I'm trying to make a wall that has glowing graffiti on it. Naturally i'm using a decal for the graffiti and i wonder if it's possible to use it to cast some light in the environment via lightmass and all that. I assume not since there's no lightmass option in it's properties.
For that you might want to use decals. Or vertex blend between a dirty texture and a clean one, check out this awesome tutorial by Lamont in this post, he also goes over an alternative to decals near the bottom of the post. @Lamont: that was a great tutorial btw. You might also want to check out The Snow and Ice of…
I got the basics on how to prepare and bake lightmaps but still pretty new to lightmap baking. The question I have is that does every object in my level have to be baked? Also I seem to have problems baking lightmaps from transparent or masked objects. Stuff like decals, puddles, etc. Any solutions?
I bumped it and i get the blurry-emissive-glow-light thing ingame but it doesn't actually cast any "lights" in the scene. Emissive on meshes work with lightmass... decals don't. :( I simply want the colored text to illuminate the wall a bit. Oh well. I think i just gotta cheat as in make a unique mesh for it and place a…
I'd say use lightmaps when you need detailed shadows, and when you don't have enough verts to capture the amount of shadow detail you need with a vertex lit light map. Also use them when they would be more memory efficient than vertex based light maps. You don't have to light map everything but I'm not sure how well vertex…