UE3 - UT3 Bad Brush Lighting Quality

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Sjosz

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Dec 31, 2003
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Edmonton, AB
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Select BSP surface.

Press F5 (or open surface properties by rightclicking).

On the far right of the dialog box there is a dropdown box labeled Lightmap Resolution. Lower the number to 16, 8, or 4.

Rebuild lighting.




The more detailed the lightmap resolution (4 is more detailed than 8), the bigger the filesize. Don't go overboard.
EDIT: if that does not yield the results you seek, create a brush that covers the entire floor there and sink it so it's a single surface you're selecting. (sinking = adding the brush to the world on the same level as the floor, overwriting it in the BSP tree order.)
 
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Odedge

Keeper of Tutorials
May 26, 2009
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I have found that it's better to have a big additive brush and subtract from it than have 2 additive brushes joined together. May not help you in this case, but it's a good thing to know.
 

inferyes

Spaced In
Aug 16, 2009
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Thanks. I didn't know the lightmap resolutions were in the surface editor.

I'll try that out and see if that fixes those bad edges.
 

inferyes

Spaced In
Aug 16, 2009
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Is there any other way to fix these UV errors besides lowering the lightmap quality? It's a trade for good UV's and low res lightmaps.
 

Odedge

Keeper of Tutorials
May 26, 2009
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The UVs for BSP shouldn't be the issue unless you do something odd. The lightmap resolution will make the biggest difference in how your shadows are displayed along with your lighting as well. UVs with BSP is just how the texture is applied to the BSP and you really can't improve this like you can with static meshes (afaik).