#so this area that you can walk around in
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thank you I will try these settings
Im going to bake it again and ill see how it turns out
Did it work?
Its still baking
After baking show debug views for lightmap UV overlap and texel validity
๐ฎ
you mean like the UV viewer after its done?
yeah its crazy how long it takes
well.. 60x60 is a big scene ๐
yeah its a little bit huge
alright its done
ill send a ss in a second
the walls are definatelly a little bit better but the ground hasnt really changed too much
No, "texel validity" and "UV overlap"
oh sorry ill post them right now
texel validity ^
UV overlap ^^^
its almost pure white that one
If you click on your ground tile and open the lightmap preview, how does this look?
if you just want the baked lightmap it looks like this
and here is all the other stats
Ah, looks like every quad/plane has a size 0 on the lightmap
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.
so each square only gets 1 pixel of light? making it look pixelated?
even though it should be working
you guys have any ideas to fix this? ๐
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
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
maybe a 5x5 meter part
The mesh is kind of problematic as the surfaces are made of tiny disconnected tiles
Preferably you would merge the vertices they share
with the same walls and ground or just random textures?
they arent disconnected, the whole ground is one giant game object I made in blender, the way I made it is by making one tile, then duplicated it 3 more times to make a square, joined that square duplicated to make a larger square and so on
after that I just joined it all together and made it one object made up of many smaller objects
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
Joining them into a single object doesn't merge the vertices
yeah it still leaves the loop cuts inside
if that is the problem I could go back into blender and make sure everything is joined properly
Merged, specifically
Select all floor tiles, do "merge by distance"
Repeat for walls and ceiling
I'm not totally sure if it's better to have the whole floor merged or to merge them on a per-room basis
Either way, every non-merged seam like that will get margins on the lightmap and eat into the available space
oh alright I understand
in blender?
Yes
alright
ill try it
I might have to redo the inside though as I joined it a while ago by accident
also @woeful light
idk if im being stupid but this is meant to be working right?
this is pretty much everything i have to join together
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
how long should baking a large area usually take?
okay everything now is completely black but I think I just have to bake it
yep its good now
@hexed musk I joined everything re-baked now its just this
oh wait its still baking nevermind
Joined or merged?
Joining connects multiple objects into one object
Merging connects multiple vertices into fewer vertices
I did the merge by distance on everything
so merging
yeah also its all pitch black right now
im going to try to add 1 light
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
I think it might be because there was no light
but I added light and its doing the thing again
I don't know what causes the UVs to collapse like that if they really don't have seams anymore
Seems that you'll have to create some test rooms in blender to figure out a process for creating geometry that works with baking
Yeah I think you might be right
Ill try make smaller sections making completely joined walls with no vertexes in the middles
im just going to test for a while
but thanks for the help its almost fixed there is just something we are missing
okay i made one big room
every single wall is just 6 faces
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
oh my god
that was the answer
@hexed musk@woeful light
when i made it one big mesh
instead of multiple slices put together
it works perfectly
thats the answer
so yeah thanks a lot for helping I thought I was going to have to delete unity
Lol. i thought it has a reason that you use this small tiles
well at least I cant make this mistake again in the future lmao
there goes around 2 days of my life I will never get back
I love unity
most times, the problem sits infront of the screen ๐
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 ๐
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
too true
yeah thats probably a good idea I mean im obviously making the backrooms if you didnt recognise it so im going to make many more giant world for each level so
I might have to use occlusion culling to make it runnable
how long have you been doing unity
5 years now
Im working in a more serious company ๐
But i have a hobby game project since 1 1/2 years now. ^^
yeah working for a company is pretty cool its kinda hard to just stick to making games on your own as an income
so you just get set projects from different big games to work on when you are in a company like this?
Nope, we sell work-safety-courses in Virtual Reality
And in my free time, i do a towerdefense ^^
because i need to free by creativity somewhere ๐
oh thats really cool im still learning about how other jobs can use unity and stuff like the navy as well
thats also pretty cool
im still thinking if I should get into a company in a year when I finish my college, is it worth it?
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
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 ๐ 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 ^^
https://www.instagram.com/mystic_towerdefense/
Thats my game ^^
yeah thats true its a lot more pressure for a solo game developer
when in turn you have a company which provides a steady income and many opportunities
but then again you just have to have 1 good idea and then you are set
really neat its like a low poly TD game?
I havent played many so I cant really compare it to much
but it looks cool
what device will it be on?
not really lowpoly.. im loving details to much ๐
We wanted to go for mobile, but we focus on PC right now
a "stylized" tower defense is probably a better way of saying it
yes completly stylized
yeah I could definitely imagine this as a mobile game
yeah it does look pretty cool
im not so happy with it at the moment ๐
to do stylized games I feel like your art skills also have to be equally good to your programming and other skills no?
how come?
I hate bad graphics and i am very self-critical ^^
my colleague is programming, i do all the visuals
ahh right that makes sense
I do more programming thats why I struggled with the lighting stuff
but also
its extremly deep programming.. i could not do this ^^
stylized games dont always have the best graphics right?
but good stylized props are hard to do ^^
yeah with the enemies and the defense
I could never pull off stylized lmao
its not like "Ok, i cant do realistics so i do stylized" ๐
Stylized is way harder as realistic stuff i think
sometimes i do to much details and have to go back some steps to keep it stylized ๐
yeah I could agree with this with realistic you have to follow rules get the lighting right get good textures, with stylized its just so much more work you have to put in, in the art sense that it probably takes more practice
yeah too much detail is never good
some games just overload absolutely everything with details and it just looks untrackable and cluttered
Yep ^^
anyway it was cool talking to you I have to get to remaking my entire map but yeah see you later ๐