Could you clarify this? Do you mean that lightmap UV's scale themselves to better fit the BSP UV's?
Shrinking the cliffs down would limit the amount of detail that can be in its UV space. I assume you just mean that every poly in a single lightmap mesh should fit within the 0-1 UV space without overlapping?
So basically, seams do matter for lightmaps. The method you just described is what I thought would leave a lot of wasted UV space, but from what you are saying it seems like the benefits would outweigh the cost. Jesus though, I'm not looking forward to this.
I do have one more question about lightmap meshes though. How exactly does Sapien decide how to separate the BSP into sections? Some of my lightmap models cover large areas of the map, some cover very small areas, and one only covers a single rope (where the other rope belongs to a larger lightmap mesh). Is there any logic to this? It seems pretty wasteful and disjointed.
It's "official" because I thought that was a good thread name at the time. Also, why does it matter how old the thread is? I've posted my questions in this thread over the years so I don't have to create a thread for every little question I have.First of all, how is this thread "official"?
Second, start a new thread, this one is way too old.
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