Hello I've been having this problem with this modular floor system and lightmass for a very long time. I've simplified the scene significantly for the sake of this thread. These floor tiles are perfectly square static meshes, 192x192 UU. They have four subdivisions both horizontally, and vertically. It has a perfectly…
Yes (sort of). Lightmap specular is pre-computed and uses UV channel 1, you don't need to change lightmap UV's at all. Each static mesh will need to have it's UV's rotated in 90 degree increments, so you will have a max of 4 static meshes per modular piece(or less depending how much it needs to be rotated). It's ok to…
I know its not the correct solution, but for a few of the modular pieces in space madness we solved the weird specular not matching up by replacing the specular texture with the diffuse texture. lol super hacky fix but it worked.
This is something I had to figure out when I did my modular sci-fi scene. It is possible and fairly simple if you plan out your UV'ing on elements that are going to be rotated. The issue with static meshes is the orientation of the UV's. If you want to rotate them they all need to be set in the same direction with multiple…
Thank you for the suggestion, but it doesn't really help. I found that thread earlier, when I was looking for a solution. I gave it a reasonable read, but I didn't examine every comment. I'll go back and see if I can find anything more useful in it. The problem seems to be originating from nothing other than the rotation…
Thanks for the feedback Deadly. So if I'm understanding this right, you would build 4 tiles all facing the same way WITH the UVs all facing the same way, and then rotate the UVs for each separately in the UDK's material editor? That's fine if you have nice square tiles, but look at my model and UVs... Obviously it's going…
I never said lightmaps were the issue and they aren't. Lightmap specular is pre-computed from the UV's in channel 1, not your lightmap UV's. As long as you run lightmass and have static light then your are pre-computing lightmass specular. The only way to turn it off is in the misc rollout > allow lightmap specular.
No, UDK creates two different kinds of specular, one happens in real time the other is pre-computed when you run lightmass. Disabling your specular input will only turn off the real time specular, leaving the lightmass specular on.
Well see, that's exactly my point... If I use subdivided bsp for the floors, it doesn't solve anything aside from using less draw calls. It still has graphical shading errors if you rotate the textures(though many of the times when I rotate the texture on the BSP, the normal map doesn't rotate with it). I suppose there is…
You really shouldn't do floors like that. You're using over 20 draw calls for that small piece of floor (Epic recommends less than 2000 draw calls). In this case I'd probably use BSP. But I do agree that lightmass isn't that stellar when you know its limitations :(