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#1
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Hey all. I need a little help.
"tree 1" (see screenshot) comes from a DecoLayer of the terrain, "tree 2" is a StaticMesh which I placed. The lightmap resolution of the trees in the DecoLayer is set to 32. I overwrote the lightmap resolution of the StaticMesh tree to 32. But the shadows of the Decolayer trees are much better, than the shadow of my StaticMesh tree... Can someone tell me why? thx a lot Last edited by c200k; 07-21-2012 at 09:42 AM. |
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#2
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hey, do you set your light building to preview or production.
i reconized, that when i build the light in SDK the shadows look on preview like crap, but ingame i was okay. so i think when you choose production light, it would be look good ingame. but iam not really sure and i've heared, its not an good idea to use decolayer trees. (cost to much performance). i think your ugly shadow is okay, when this is on preview and in sdk. cook the map and check it out on your test server. |
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#3
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Thank you, my intention was to replace the decolayer with static meshes. When I choose production light, it looks almost the same. I can't test the map on a server at the moment, so I'll go on and try to solve the problem later.
If anybody has another suggestion, I would appreciate it ! For some questions I couldn't find an answer: What is a ROTankCover position good for? How can I change the smoke direction of a fire? (e.g. ParticleSystem'FX_ENV_Fire_Two.FX_ENV_Fire_C_Fire_ Small_NoDeptNoAnim_RedOct') Is there any knowledge base, where I can find information about the RO2 specific elements in sdk? Regards |
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#4
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Quote:
Regards
Last edited by c200k; 07-23-2012 at 03:12 PM. |
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#5
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A lot of things in the Play In Editor are very decieving.
__________________
Stay Calm, Beard On. |
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