Product Chat / Light from a distance

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vrg
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Location: Netherlands
Posted: 11th Mar 2016 13:00
Is it possible to change the light so you can see the light from a long distance? I put lights in my level, from a distance it is off, when I am walking close to the light it switches on.
Jerry Tremble
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Posted: 11th Mar 2016 13:58
You could bake them. Directx 9 has a limit of 4 dynamic lights on at any given time, but in my experience, I could only have one or two on simultaneously.
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vrg
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Posted: 11th Mar 2016 19:38 Edited at: 11th Mar 2016 19:39
Thanks, I baked them with F3 but without result, I am only getting strange shadows The first two pictures are baked with F3, the last picture in realtime. Object animation are not working anymore in the baked version.

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Jerry Tremble
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Posted: 11th Mar 2016 20:12 Edited at: 11th Mar 2016 20:15
Are you using multiple textures on your model? I've had similar things happen with custom media using multiple textures. I don't know what the fix is!


Come to think of it, I've had similar results lightmapping in ue4 with those same models. The engine gave an error that the models had overlapping uv maps. I have no idea what that means!
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 10/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 10/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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3com
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Location: Catalonia
Posted: 12th Mar 2016 13:16
Quote: "Come to think of it, I've had similar results lightmapping in ue4 with those same models. The engine gave an error that the models had overlapping uv maps. I have no idea what that means!"


Zero experience with UE4, but Googling a bit I've found this one, than might help.

Quote: "There are a couple of things you can verify here to make sure things are working correctly.

In the Mesh Viewer in UE4 make sure that you're got the lightmap coordinate set to 1 instead of 0. This will be located in the details panel to the right.

If you've got different UVs for your two UVs make sure to use the tool bar and verify that the UVs are different for UV 0 and 1.

The other thing to check is in Max add a UVW Unwrap > Open the UV Editor > Change to UV Channel 2 > Change to Faces select mode > Go to "Select" in the Toolbar > Select Overlapped Faces.

This will select any faces that are overlapped.

By looking at these two things we should be able to narrow down if there is an issue in Max or if we need to look at things in UE4 more."


source: https://answers.unrealengine.com/questions/106955/overlapping-uvs-error-when-they-are-clearly-not.html

3com


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Jerry Tremble
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Posted: 12th Mar 2016 14:55
Thanks, 3com! I don't use Max, and bringing up UE4 steered it a little away from GG but I wonder if this is what causes the odd shadowing in GG?
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 10/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 10/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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3com
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Posted: 12th Mar 2016 15:08
Quote: "I wonder if this is what causes the odd shadowing in GG?"

I wonder this myself too. Perhaps does not the single culprit, but it has someting to do; I thought.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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