I’m looking for some more information about the Lightmapping index that Beast is using/generating.
My Scene Setup: 9 Unity Terrain tiles and nothing more.
Problem:
After telling Beast to bake the whole scene the light-maps are not applied on the terrain objects. All light-map indexes are set to: -1. After setting the index for every light-map to 0 the light-maps are appearing on the terrain but they are now somehow wrongly placed on the terrain tiles. My second try was to give every plate a unique index (0 to 8) and after some puzzling everything started also too fit seamless together. The result is seamingless but my shadows and highlights are wrongly placed. It looks like what I puzzled together is now somehow wrongly rotated.
Question:
Is this behavior by design? Do I always have to assign the index numbers manual. How do I know which light-map is belonging to which terrain tile (Do I have to bake them for that one by one)?
I converted my terrain objects with T4M to mesh objects. that works perfectly with Beast. My conclusion is that the current lightmapping tool in 4.0.1 doesn’t play wel with multiply Unity terrain objects. It doesn’t set correct lightmap to the terrain object and it also place shadows or highlights at the wrong places.
Problem solved! Not really because the Terrain object has a nice integrated LOD system wich allow nice high density meshes for good working physics.
I experimented further and the problem only exist with projects that I have under source control. I’m still using the Unity 2.0.1f2 Asset server. Is this Asset Server version compatible with Unity 4 or do I have to upgrade to Unity Asset Cache Server 4.0.1?
Are you using the Cache Server? If yes, please try disabling it and reproducing the issue again. If no, there is no need to start right now, as that will just add another variable to the equation. It might be a good idea to use it once we get your issue sorted though.
I filed a bug report with example project: (Case 527500) -e 1) Lightmaps will lose the correct index after hitting
I have a more plausible explanation for my Unity Asset Server Theory. All projects that are under source control where made with a former version of 4.0.1 (Mostly 3.4 or 3.5). It only seems to occur with upgraded projects. However it also happens with the Unity Car Tutorial from the Asset Store in a fresh 4.0.1 Project. Apparently an Unity Asset Package with former lightmapping data computes the same behaviour.