Quote: "@Jerry Tremble : If you do find a custom model not loading in, email it direct to me at lee@thegamecreators.com"
@Lee, if you read this, just one question and I think I've read this in a thread before but I'm just not sure (before I bother you with an email): I have a third party model that, when I run the lightmapper, it becomes literally way larger than the size of the map. The mesh itself is not an enclosed object, but simply composed of several one-sided planes. I may have dreamed this, but I thought I read that the mesh must not have any missing faces? Would a mesh such as this count?
The mesh (it's a canal segment) before lightmapping:
First image after lightmapping (Clouds drifting through canal, it's so big!):
Next Image after lightmapping, Camera in upper SW corner of map to give best perspective, mesh clips in distance, but, really, it stretches way beyond edge of map in all directions:
Anyway, if the fact that it's composed of planes is the issue, then I will enclose it in my own time. I'd rather you spent your time not bothering with this and getting us Rift support, LOL! Just kidding, but you've got a lot on your plate!
Don
EDIT: A little more information that may be necessary or helpful. The object is scaled in the fpe at 6700 (I have several models which I scale this much and even more, with no issues, but they are enclosed meshes). If not scaled, it behaves fine, albeit too small to be of any use. I have not tried scaling this model in modeling software yet with this beta. With the last beta, I tried and it made no difference, but I was getting a different result then: if the mesh was rotated in the fpe or manually in the editor, it would return to it's original orientation after lightmapping. It's a fairly low-poly mesh:896 faces, 1134 vertices.
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