Ambiera ForumDiscussions, Help and Support. |
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I tried making a level in Blender and, uhm, this appears with the baked light: Do anyone know what cause this? I tried to bake lights with different settings, but it still there. It also appears only when camera is pretty far from this... Glitchy mess. |
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Which version of Blender using? Not all blender versions its suitable for the copper cube. Download an old version of blender with no "fancy" settings and try again. I have blender version 2.70 and its working perfect to copper cube either had a static or animated model. |
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Well, you know, the animated models in latest version of Blender looks well... Probably because of dynamic lighting that I applied to them. It's all weird due to the fact that my previous level ground (which is a lot of engine's plane meshes that was merged into one mesh) have the same problem to this - it has this problem with a baked light only. However, the dynamic light seems to work fine. And because of that, I don't really know what is the actual problem. Maybe it's because of amount of polygons, but I am not sure. |
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Well, don't know what's really happening there, You can try playing with the Lighmapping settings for resolution, make sure you haven't changed any default values there. default settings work pretty well. Also if you want, you can bake light in the blender 3D and can then apply the lightmapped texture in Coppercube. |
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So, looks like setting other resolution doesn't work much. But, hey, is there an actual way to bake the light in Blender? |
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I tried to enable all 4 possible anisotropic filters in irrEdit options, and situation went kinda better: But it still looks weird. Especially from first person: |
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Okay, looks like I kinda figured out how to solve this: I just separated ground from... walls? Well, you probably understood. And so, to each of them I applied different textures (grass for ground, dirt for "walls"). And, uh, this worked... Yeah... And I still don't really know the reason of this mess. Maybe because I used the pretty weird method of "texturing". So, that's it. |
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