FUCK YOU !!!!! ![]()
Dear Light Maps !
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Interesting

Somehow I'd love to have lightmaps in my current project - I'm tired of adding vertex paiting or fake baked AO into material...
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men, light maps are so last year i hate them

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Still the result gives a nice effect...
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ok true, i just want a guy who will make'em insted of me, LightMapGuy

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Real-time AO please.
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realtime ao doesn't really give you the same effect as a nice lightmap.
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Lightmaps is the best !!! Fuck dynamic lighting !!!!!
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Lightmaps are great for screenshots where nothings moving around and there's no game to play. Which is all that matters anyway.
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I think the truth is right in the middle - you can make a great scene using lightmaps but not with 100% black spots and without sun lighting. With dynamic lighting from sun and other lights it can make a great mood.
Right now I'm making fake AO (bake to texture on 2nd channel or vertex paint) on meshes so it looks nice locally but in global scene I need to use special darkening meshes with some magic shaders
Still it won't make the scene feel like with realistic baked lighting. -
seir, a load shit of work you got there dude !
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pls it won't be painkiller without lightmaps
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No lightmaps here:
[Blocked Image: http://pnmedia.gamespy.com/planetdoom.gamespy.com/fms/images/potd/674/1254398026_medium.jpg]
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Both lightmaps and real time have good and bad things about it.
[Blocked Image: http://i1.kym-cdn.com/entries/icons/original/000/002/686/Deal_with_it_dog_gif.gif]
With that being said, Im really having fun messing around with UDK lately, radiosity lighting man, there's something about it that's just impossible to mimic.
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Agree with HP
i bake AO into vertex with radiosity in max before cryengine 3 importing on all of my assets because the real-time solution just isn't good enough. I'd love to have a light map solution for baking AO. And even more so, lightmaps give you greater fidelity when dealing with different shadow sizes. CryENGINE handles shadow size<->source object distance better than any real time solution i've ever seen.. but baked shadows can be way better. The trade off is texture memory (to a degree, at a certain point, real time shadows cost just as much memory).
I'd just like AO baked lightmaps, is all. they look better. Unfortunately CE3 doesn't support 2nd uvw channels

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not sure if it makes much sense (as it would be very expensive) but couldn't you just duplicate the faces (at least in the AO relying areas) and apply a different Sub-Material/Shader to those faces using the Decal flag in CryEngine? Those pieces could have a different UV-Layout and you could basically just have a black texture with the AO render in the Alpha-Channel

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Quote from 3Dnj
Lightmaps is the best !!! Fuck dynamic lighting !!!!!
Come here, I would like to hug what you says.

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So why is this in the 3D section again?
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Quote from e-freak
not sure if it makes much sense (as it would be very expensive) but couldn't you just duplicate the faces (at least in the AO relying areas) and apply a different Sub-Material/Shader to those faces using the Decal flag in CryEngine? Those pieces could have a different UV-Layout and you could basically just have a black texture with the AO render in the Alpha-Channel

you could yeah but thatd def be really expensive lol
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