In the area editor:

My lights (1 of each):
ambient: affects characters: False, affects Level: true
baked: affects characters: False, affects Level: true
static: affects characters: True, affects Level: false, Occluded: false
My models are exported with the following specs in 3DS Max 2011 with these settings:
Dragon Age Material
Material type: Static (lightmappable)
Textures used:
Diffuse dds
Normal dds
(No spec used)
Mesh object options checked on:
Cast runtime shadow
Cast baked shadow
Receive Runtime shadow
Receive Baked shadow
In the toolset level editor my process is this:
Lay down baked, ambient and static lights just to test the floor
Lay down a light probe
Render Lightmaps
Render Light probes
Generate Pathfinding
Post to Local
anyone have any ideas about what I could check? i just wanna make sure these render like regular floor tiles. thanks!
Modifié par Charsen, 13 octobre 2010 - 09:06 .





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