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What I would give to have efficient working lightmaps in TDM.
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That said, you can import your map geometry into blender and bake lighting to that and then use the result as a "geometric decal" that works like a lightmap. You'd need to supplement with real lights for dynamic objects and AI though.
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So its impossible or hard to implement UnrealEngine style static lights in TDM?
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Right now, there's no traditional lightmap code other than the Megatexture code. We could re-enable that but it would make mission sizes balloon. I'll look into it but it will probably require someone better than myself to implement.
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