(Questions at bottom)
If you need to know what I'm doing, I'll sum it up real quick; I'm basically Mega Texturing (TM) my map. Mega Texturing was a method of texturing invented by the all powerful John Carmack (you must bow now that I have mentioned the all powerful Programming God) ALL of my objects will be custom made, and every single polygon will be given unique UV space.
What this means is that I will be able to bake all of my lighting, which means being able to do complex things that the Battlefront engine could only dream of. Of course, none of this lighting will effect the players and soldiers, so I will just use Zero engine for that.
But I don't want any of this lighting to effect my objects, because that would leave everything looking very muddy and bad.
Question 1: Is there anything I can put in my mesh option files, or is there anything I can do to the lights to make them not effect objects?
Question 2: Custom ODF lights. Is there a function that I can write in that makes the light not effect objects, but only players?
Bonus Question: What is the max texture size that I can use in Battlefront without causing problems? 2048x2048? Mind you, these textures will be spread out over a big area, so drawing very small details won't play into the performance of the map.
Thanks ahead of time.
Question About Lights;
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- The Nasal Abyss
- 1st Lieutenant

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- Fiodis
- Master of the Force

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Re: Question About Lights;
I can tell you right away now that too many high-size textures will overload the game's memory. 4096x4096 works, but crashes ZE. 2048x2048 works.
- The Nasal Abyss
- 1st Lieutenant

- Posts: 428
- Joined: Sun Sep 14, 2008 12:55 pm
- Projects :: Currently Working on an Indie Game
- xbox live or psn: Stm: Tight Verbage
Re: Question About Lights;
I needed to ask this question because the Zero Engine is very delicate when it comes to textures. Thanks for the answer, I'll keep memory in mind when making all of my textures and UV's.Fiodis wrote:I can tell you right away now that too many high-size textures will overload the game's memory. 4096x4096 works, but crashes ZE. 2048x2048 works.
Edit: I most likely won't be using any 2048x anyway, I was just inquiring.
