Product Chat / Lamp tiles when I get close?

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Mr Love
19
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Joined: 9th Jun 2005
Location: Sweden
Posted: 27th May 2021 11:39
This must be a real bug, Its the lamps that tiles when I get close to them. My model is fine so its not the model and works fine with dynamic lights on, its when I use the lightmapper this problem happends... Any fix to this problem???
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Wolf
Forum Support
17
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 27th May 2021 20:17 Edited at: 27th May 2021 20:17
I haven't seen this before so I all I can do is guess.

Make sure your textures are .dds format (thats a given, I know, just spitballing). I don't assume that a model like this has lod stages so thats probably not it.

The most likely issue is that you have not done this, (copied from my tutorial)

* Its crucial that once you baked the lightmaps you exit test game mode, SAVE, shut off GG completely, reboot it and then get back in game to see the lightmaps displayed properly.

Lemme know if this helps and good luck!



-Wolf
Mr Love
19
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Joined: 9th Jun 2005
Location: Sweden
Posted: 28th May 2021 04:55
Yeah it works fine now, I was using png files, I thought png worked fine with GG and most objects works with png. I wonder why GG doesnt have an update button sence You always has to restart GG when You change a texture. Unity Does it by auto so We shourld have some kind of updating system..
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Belidos
3D Media Maker
8
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Joined: 23rd Nov 2015
Playing: The Game
Posted: 28th May 2021 08:34
Yeah i was leaning towards it being a light mapping issue, possibly using old light maps and needing a restart to get it to clear the cache and recognise a new one. The only other thing i could think of was that the model maybe had LOD levels and whoever made it forgot to delete the material off of the extra LOD objects so it was using the wrong zero to one UV space for the texture.
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Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 29th May 2021 20:47
Quote: "Yeah it works fine now, I was using png files, I thought png worked fine with GG and most objects works with png. "


Well it should, just how .fbx files should work but whenever faced with an error in one of these engines I always try to play it as safe as possible to avoid users having to muck around for hours only to find out that the solution was something more simple.

Glad you got it sorted though.

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