Beast Lightmap Override question..

I am not sure if anybody else seen this as a problem. In one complicated scene, if I rebake any of the objects in the scene, it deletes the maps that has already been baked. Which means that I have to bake everything in the scene at once. So I did that, and since the scene was so complicated, it crashed after the 94th’s lightmap.

So my question is how can you use beast lightmap in a very complicated one scene?

Thanks ahead of time.

I have the same problem. My scene is complex and lightmap resolution is very high. It always crashes in the end. I cant use lightmap piece by piece because new lightmapping overrides the old one. Already lightmapped objects lose their lightmap textures.

have anybody else find this as a problem? I have also increased my ram in my computer, from 6G to 12G, that didn’t work, it use about 2G more than before, but everytime I open the screen from sleep state, after like 1-2 mins, it crashes the computer.

Can’t you copy out the previously baked images to somewhere else. Bake things one at a time, rinse, repeat, then copy all of them back again?

Obviously wont work if they all use a single lightmap, but on a complex large scene, you’d not want to be doing that anyway.

This topic is also discussed here:
http://forum.unity3d.com/viewtopic.php?t=58989

Seems there is no solution at the moment. Maybe one of the Unity developers could clarify this.

Yeah, but they were talking about how it can support up to 256 texture lightmaps, problem is I can’t even bake up to 256 texture lightmaps, because it just crashes everytime.