I have Basic; therefore, I cannot test this, so I have the following question.
If I have two cubes, side by side, that are static and I apply Beast Lightmapping to them, will I see the seam if their vertices on the edge in question are at the same coordinates?
I’m basically trying to figure out if I can lighmap a maze that is made up of many pieces. If I use pixel lighting for example it messes up. I have to use vertex lighting to keep from seeing strange lighting effects. Does Beast handle this?
Alternatively, as you will have all that blocks in the editor, write a small editor script that merges adjacent cubes and removes the hidden sides directly. Saves you polygon data etc
Never tried it in such a scenario as such a usage of tiles commonly targets dynamic creation of levels from some procedural data or alike which can not be lightmapped at least not that easily (the assets must be created with this target in mind or you need a complex post-creation shader that merges the meshes and fixes the UV2 seams etc)
I have Basic; therefore, I cannot test this, so I have the following question.
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Did you read what I wrote? I don’t have pro or I would test it. Beast doesn’t work “right” in Basic.
My levels are created manually but by using pieces. I realize it won’t work if I create dynamic levels but I wondering about if I stitch the levels together during creation time will it work? This is desireable as the iPhone won’t have to churn through a huge model if I break it up like I’m talking about.
So to answer the second half then:
Beast does not offer any vertex lighting effects at all.
Its all lightmap targeted so if your models don’t like working with lightmaps due to UV seams, beast won’t change anything on that end.
but generally it remains asset dependend.
And I was under the impression that it works and that the bug that prevented the basic upgraders from using beast in its basic form was resolved with b4 / b5, thats why I ignored that part
if you have a maze to test, feel free to send me a pm with a link to a package / u3 project thats fully setup just awaiting the calc and I will feed beta6 pro with it and send you back the generated data to find your answer