#so this area that you can walk around in

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woeful light
nova dagger
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thank you I will try these settings

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Im going to bake it again and ill see how it turns out

woeful light
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Did it work?

nova dagger
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Its still baking

hexed musk
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After baking show debug views for lightmap UV overlap and texel validity

woeful light
nova dagger
nova dagger
woeful light
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well.. 60x60 is a big scene ๐Ÿ˜„

nova dagger
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yeah its a little bit huge

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alright its done

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ill send a ss in a second

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the walls are definatelly a little bit better but the ground hasnt really changed too much

hexed musk
nova dagger
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oh sorry ill post them right now

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texel validity ^

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UV overlap ^^^

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its almost pure white that one

woeful light
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If you click on your ground tile and open the lightmap preview, how does this look?

nova dagger
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if you just want the baked lightmap it looks like this

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and here is all the other stats

hexed musk
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Ah, looks like every quad/plane has a size 0 on the lightmap

woeful light
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i think!!! the shells of each indiviual tile is so small that it only gets 1 pixel of light information.
But that makes no sense, be cause you can see several squares in the debug.

nova dagger
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even though it should be working

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you guys have any ideas to fix this? ๐Ÿ˜…

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If we cant its fine Ill just try to search the forums again now that I know more about what's going on but thanks for the help so far

woeful light
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First thing: Make a new scene, add just a very small part of your scene there and have a look if it bakes correcty to make sure the mesh and mdoels are okay.. thats what i would do

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maybe a 5x5 meter part

hexed musk
nova dagger
nova dagger
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after that I just joined it all together and made it one object made up of many smaller objects

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maybe I could to fix this, make one giant ground with no pieces just a solid blocks but im not sure that will make a difference because the walls are also messed up

hexed musk
nova dagger
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if that is the problem I could go back into blender and make sure everything is joined properly

hexed musk
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I'm not totally sure if it's better to have the whole floor merged or to merge them on a per-room basis

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Either way, every non-merged seam like that will get margins on the lightmap and eat into the available space

hexed musk
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Yes

nova dagger
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alright

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ill try it

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I might have to redo the inside though as I joined it a while ago by accident

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also @woeful light

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idk if im being stupid but this is meant to be working right?

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this is pretty much everything i have to join together

hexed musk
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I imagine it would speed up bake times if the place was sliced into sections
As it is, every light ray must be tested against every poly of the joined geometry

nova dagger
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how long should baking a large area usually take?

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okay everything now is completely black but I think I just have to bake it

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yep its good now

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@hexed musk I joined everything re-baked now its just this

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oh wait its still baking nevermind

hexed musk
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Joining connects multiple objects into one object
Merging connects multiple vertices into fewer vertices

nova dagger
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I did the merge by distance on everything

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so merging

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yeah also its all pitch black right now

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im going to try to add 1 light

hexed musk
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Perhaps the automatic UV generation couldn't handle the geometry as it is (or it's not enabled) or something else is wrong with the mesh
Hard to speculate

nova dagger
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I think it might be because there was no light

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but I added light and its doing the thing again

hexed musk
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I don't know what causes the UVs to collapse like that if they really don't have seams anymore

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Seems that you'll have to create some test rooms in blender to figure out a process for creating geometry that works with baking

nova dagger
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Ill try make smaller sections making completely joined walls with no vertexes in the middles

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im just going to test for a while

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but thanks for the help its almost fixed there is just something we are missing

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okay i made one big room

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every single wall is just 6 faces

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the ground is one block so another 6 fafces no loop cuts in the middle im going to import this and see if this one works with shadows

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oh my god

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that was the answer

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@hexed musk@woeful light

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when i made it one big mesh

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instead of multiple slices put together

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it works perfectly

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thats the answer

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so yeah thanks a lot for helping I thought I was going to have to delete unity

woeful light
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Lol. i thought it has a reason that you use this small tiles

nova dagger
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well at least I cant make this mistake again in the future lmao

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there goes around 2 days of my life I will never get back

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I love unity

woeful light
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most times, the problem sits infront of the screen ๐Ÿ˜„

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but you should keep in mind, that you should divide your Biiiiiig scene in a few parts.. not in 5000 like you did, maybe in a few ๐Ÿ˜„

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when i startet, i tried to merge and join every mesh togerther, because i thought its very smart to reduce the drawcalls.. but big meshes can also cause troubles

nova dagger
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I might have to use occlusion culling to make it runnable

nova dagger
woeful light
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5 years now

nova dagger
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damn thats a long time

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made any cool games?

woeful light
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Im working in a more serious company ๐Ÿ˜„
But i have a hobby game project since 1 1/2 years now. ^^

nova dagger
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so you just get set projects from different big games to work on when you are in a company like this?

woeful light
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Nope, we sell work-safety-courses in Virtual Reality

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And in my free time, i do a towerdefense ^^

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because i need to free by creativity somewhere ๐Ÿ˜„

nova dagger
nova dagger
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im still thinking if I should get into a company in a year when I finish my college, is it worth it?

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being self employed sounds pretty good too though because you make the project and everything involved its very free compared to a company that kind of directs you in a sense

woeful light
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its different to be self employed as a worker or be a lone gamedesigner. If your game does not get sold well, you earn no money.. so you are always stressed to sell games as good as possible ^^ You can use Unity in many companies that do serious stuff. I would never look for a job in a company i work right now, because i didnt know that they do stuff like this ๐Ÿ˜„ Well, i created the VR part of the company when i joined them, but its still unknown that we have a game-dev team in our company ^^

nova dagger
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when in turn you have a company which provides a steady income and many opportunities

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but then again you just have to have 1 good idea and then you are set

nova dagger
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I havent played many so I cant really compare it to much

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but it looks cool

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what device will it be on?

woeful light
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not really lowpoly.. im loving details to much ๐Ÿ˜„

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We wanted to go for mobile, but we focus on PC right now

nova dagger
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a "stylized" tower defense is probably a better way of saying it

woeful light
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yes completly stylized

nova dagger
woeful light
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i only do stylized stuff ^^

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or try to.. ๐Ÿ˜„

nova dagger
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yeah it does look pretty cool

woeful light
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im not so happy with it at the moment ๐Ÿ˜„

nova dagger
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to do stylized games I feel like your art skills also have to be equally good to your programming and other skills no?

nova dagger
woeful light
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I hate bad graphics and i am very self-critical ^^

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my colleague is programming, i do all the visuals

nova dagger
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ahh right that makes sense

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I do more programming thats why I struggled with the lighting stuff

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but also

woeful light
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its extremly deep programming.. i could not do this ^^

nova dagger
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stylized games dont always have the best graphics right?

woeful light
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but good stylized props are hard to do ^^

nova dagger
nova dagger
woeful light
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its not like "Ok, i cant do realistics so i do stylized" ๐Ÿ˜„
Stylized is way harder as realistic stuff i think

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sometimes i do to much details and have to go back some steps to keep it stylized ๐Ÿ˜„

nova dagger
nova dagger
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some games just overload absolutely everything with details and it just looks untrackable and cluttered

woeful light
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Yep ^^

nova dagger
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anyway it was cool talking to you I have to get to remaking my entire map but yeah see you later ๐Ÿ˜

woeful light
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Good luck

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^^