Quote from 0kelvinOn 1/12/2021 at 2:08 PM, 0kelvin said: Years ago I tried this same concept in quake 3. There was an open source render that could comput raytracing and export the lightmaps. But the steps were overly complicated and with issues with lightmap's edges bleeding.
Interesting. This process does require multiple steps such as writing each texture to each model one by one and applying correct parameters, and i have to properly space out the UV islands. However, i have begun to use a new plugin to allow me to efficiently organize and space out UVs to prevent any texture bleed and the most usage of pixel space.
Quote from blackdogOn 1/13/2021 at 4:33 PM, blackdog said: Oh seen this before but I never commented. It looks great, it’s very interesting…
what I’m wondering now is: aren’t you gonna hit some engine limitation that makes this not as viable?
ive tried finding any limitations online and the only problem that may come up is when packing everything and uploading to the workshop.
Here is another test i conducted about a year ago. I forgot where i had placed it this whole time. If i remember correctly, each wall is its own model, the ceiling and floor are 4 models, the debris on the floor is 1 model, and the green beams are one model. Each of those had a 4k texture applied to them and loading in the level was no problem