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Dear Light Maps !

  • knj
  • November 27, 2012 at 10:43 AM
  • knj
    • November 27, 2012 at 10:43 AM
    • #1

    FUCK YOU !!!!!

  • mjens
    • November 27, 2012 at 10:58 AM
    • #2

    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...

  • knj
    • November 27, 2012 at 11:00 AM
    • #3

    men, light maps are so last year i hate them

  • mjens
    • November 27, 2012 at 11:18 AM
    • #4

    Still the result gives a nice effect...

  • knj
    • November 27, 2012 at 11:19 AM
    • #5

    ok true, i just want a guy who will make'em insted of me, LightMapGuy

  • deceiver
    • November 27, 2012 at 2:04 PM
    • #6

    Real-time AO please.

  • Rick_D
    • November 27, 2012 at 2:10 PM
    • #7

    realtime ao doesn't really give you the same effect as a nice lightmap.

  • mjens
    • November 27, 2012 at 2:30 PM
    • #8

    [Blocked Image: http://web-vassets.ea.com/Assets/Richmedia/Image/Screenshots/mirrorsedge-pc-screenshot2_656x369.jpg?cb=1334003811]

  • ElectroSheep
    • November 27, 2012 at 2:48 PM
    • #9

    Lightmaps is the best !!! Fuck dynamic lighting !!!!!

  • Erratic
    • November 27, 2012 at 3:00 PM
    • #10

    Lightmaps are great for screenshots where nothings moving around and there's no game to play. Which is all that matters anyway.

  • mjens
    • November 27, 2012 at 3:13 PM
    • #11

    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.

  • knj
    • November 27, 2012 at 3:54 PM
    • #12

    seir, a load shit of work you got there dude !

  • KoKo5oVaR
    • November 27, 2012 at 5:11 PM
    • #13

    pls it won't be painkiller without lightmaps

  • PyroGXPilot
    • November 27, 2012 at 6:08 PM
    • #14

    No lightmaps here:

    [Blocked Image: http://pnmedia.gamespy.com/planetdoom.gamespy.com/fms/images/potd/674/1254398026_medium.jpg]

  • -HP-
    • November 27, 2012 at 6:20 PM
    • #15

    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.

  • Kedhrin
    • November 28, 2012 at 4:04 PM
    • #16

    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 :/

  • e-freak
    • November 28, 2012 at 9:37 PM
    • #17

    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

  • Froyok
    • November 29, 2012 at 2:31 PM
    • #18
    Quote from 3Dnj

    Lightmaps is the best !!! Fuck dynamic lighting !!!!!

    Come here, I would like to hug what you says. <3

  • Dennispls
    • November 29, 2012 at 5:41 PM
    • #19

    So why is this in the 3D section again?

  • Kedhrin
    • November 29, 2012 at 9:54 PM
    • #20
    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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