I am working on a map forged on Alpine.
Maxed out on items, but my lightmap is only sitting at 81%
And yet, i am getting these odd patches of light cast on my walls that look like squares with square holes within them…
I am worried that it has more to do with the “Sunset” skybox I chose, and the low-horizon angle of light filtering between trees and blocks…
Is there any trick to fixing this?
I’ve gone around to as many items as possible and turned off lightmapping on individual blocks, etc. but no luck.
Little help?
> 2784591733887633;1:
> I am working on a map forged on Alpine.
>
> Maxed out on items, but my lightmap is only sitting at 81%
>
> And yet, i am getting these odd patches of light cast on my walls that look like squares with square holes within them…
> I am worried that it has more to do with the “Sunset” skybox I chose, and the low-horizon angle of light filtering between trees and blocks…
>
> Is there any trick to fixing this?
>
> I’ve gone around to as many items as possible and turned off lightmapping on individual blocks, etc. but no luck.
>
> Little help?
What’s the light source for the odd patches? Object Lights or the Map Light/Sun? I don’t claim to be a lighting expert, but based on my experience you want to make sure light bake is on for objects that have shadows being casted upon them where the source light is an object light.
Thanks for the reply, Turb!
So, the light source is definitely the in-map sun.
Turns out that it doesn’t matter which skybox I use; I still get the odd patches.
I’ve had this problem before, but it was on a map with a lightmap sitting at around 126%
This one’s only at 81%, although it was higher before I went around and turned off the light bake on several objects in an order to reign in that percentage.
If you hit me up next time you see me online, I’'d be more than happy to show you in person!
*FIXED
It seems that setting the “Light Bake” to “off” on the blocks that had the offending light patches seemed to fix the issue.
I think the game engine just has a hard time creating “dappled” light filtered through trees or blocks that are on one end of the map and the light / shadows don’t actually hit another block until the opposite side of the map.
At least you got it fixed. Lighting is a pain for a new forger like me… My first map went over the budget on lighting. I’m doing me best not to make that mistake again.
Turn light bake on if the piece is too dark.
Turn light bake off on the pieces that are too bright.
> 2533274794242693;2:
> > 2784591733887633;1:
> > I am working on a map forged on Alpine.
> >
> > Maxed out on items, but my lightmap is only sitting at 81%
> >
> > And yet, i am getting these odd patches of light cast on my walls that look like squares with square holes within them…
> > I am worried that it has more to do with the “Sunset” skybox I chose, and the low-horizon angle of light filtering between trees and blocks…
> >
> > Is there any trick to fixing this?
> >
> > I’ve gone around to as many items as possible and turned off lightmapping on individual blocks, etc. but no luck.
> >
> > Little help?
>
>
> What’s the light source for the odd patches? Object Lights or the Map Light/Sun? I don’t claim to be a lighting expert, but based on my experience you want to make sure light bake is on for objects that have shadows being casted upon them where the source light is an object light.
God bless you, child.
UPDATE:
So, while the previously mentioned fix worked for a bit, the problem kept popping back up.
(Weird square patches of white light, randomly cast on walls opposite the in-canvas light source -the sun- various sizes but always square, and sometimes with dark square shadows arranged in a grid-like pattern within the white square light patches).
So, I decided that the problem was that there were too many items (blocks,fx, lights, sounds, etc.) crammed in too small of an area.
I went around and did everything I could to replace structures that had been constructed from , say, 6 blocks, and recreated the same shapes with 2 blocks.
After doing enough of this horse trading, I could see that the lighting was improving…as well as the slight framerate problems I was having…
No more odd light patches either.