1) Grab the fixed mesh (thanks tmp7704!) from here social.bioware.com/project/2637/
2) Close the toolset
3) Drop the mesh from Step 1 in your module's core/override folder
4) Boot the toolset and open your level
5) Render lightmaps. The lightmapper will use the fixed mesh instead of the base one.
6) ??
7) Profit!
ORIGINAL POST:
Hi everyone,
I'm having a bit of a problem with my lightmaps on a particular non-custom asset (fne_smwall_01, or at least i think that's what the name is).
As you can see in the screenshot below, there is a large black lozenge/square (depending on how you look at it
I have searched the forums but haven't found anything, however I did see screenshots from another project that had the same issue, so it's not an isolated problem. I also tried to fix it using one of the community-created lightmap post-processors but I couldn't get it to work after following the instructions.
I've also rendered lightmaps/lightprobes and posted my level within the Single Player module but it did not fix it.
Any suggestions?
Thanks
Modifié par Kilrogg_, 29 avril 2010 - 05:25 .





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