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Increasing Lightmap Texture size for interior areas?


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#1
Talisander

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In the Area Properties for exterior levels (when setting up your exportable areas) there is a setting under the "terrain setup" heading called Lightmap Texture Size which really makes the lighting look nicer.  Less pixelated resolution on the shadows, fewer smudgy looking shadows in dark parts of the level, etc.

Is there any way to change this setting in interior levels?  Or a way to get a similar effect?  The only similar thing I see is the max samples under the Ambient Occlusion settings, which might help...  how do you tell the toolset you want it to spend more time calculating the shadows on interior levels?


Thanks guys,

Alex 

Modifié par Talisander, 13 août 2010 - 11:48 .


#2
mikemike37

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no way to tell it to take more time... it only has one "speed". To increase the texture size, you'd need to go about changing all of the models' meta data. Not a practical solution for everything, but if there's something really giving you bother I suppose you could go to that trouble. you'd need to include the new meta data in your module's override files.



Honestly, it's probably not worth the effort. sorry :(

#3
tmp7704

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You could probably do it much simpler by modifying the width and height values in the python script which feeds the data to lightmapper, actually.

You may be able to do it either directly, or by modifying the "Lightmapper Command" in the Options for Level Editor. Looking in the script, it has the texture width and height set to 512 by default, and it takes the following parameters:

--in_width=x
--in_height=y

to modify these values.

edit: for much better control over the sizes, you may also be able to edit the content of file "TextureCategories.xml" in the lightmapper folder. It has all width and height parametes broken down depending on type of texture in question.

Modifié par tmp7704, 13 août 2010 - 04:23 .