Lightmaps
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Lightmaps
I was wondering if it would be possible to create a patch that adds higher resolution lightmaps to the levels in DX.
That would look nicer, and I guess that's what this is all about, right?
That would look nicer, and I guess that's what this is all about, right?
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My idea was that you use UnrealEd to recalculate the lighting in the maps in a higher lightmap resolution, so the lighting will be more accurate. It has little to do with the actual rendering side of things.Phasmatis wrote:How on earth will you go about changing the lightmaps? They're made with the unreal editor, I may be wrong but surely the lighting is hardcoded and cannot be accessed without the source.
I was wondering if there's a way to "patch" the new lightmaps into the maps, rather then to overwrite the maps entirely.
As far as I know, there IS no 'lightmap resolution' variable in the Unreal engine that DX uses. I think you're thinking of more modern (um, and non-unreal) based engines.
Unreal is a straight "place lights, run raytracing, done' process. The only difference between UED1 and UED2 is that UED2 does the raytracing slightly better, but it still uses exactly the same unchangable system. Besides, you re-trace DX maps (made with UED1) using UED2, and the 'better' raytracing completely changes the feel of the map, since it was made in, and optimised in, UED1.
So you'd have to completely redo the lighting.
Unreal is a straight "place lights, run raytracing, done' process. The only difference between UED1 and UED2 is that UED2 does the raytracing slightly better, but it still uses exactly the same unchangable system. Besides, you re-trace DX maps (made with UED1) using UED2, and the 'better' raytracing completely changes the feel of the map, since it was made in, and optimised in, UED1.
So you'd have to completely redo the lighting.
Yeah but that'd be fun!DDL wrote:So you'd have to completely redo the lighting.
*Shoots himself in the face*
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