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Lightmaps without extra texture
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[quote][b]just_in_case[/b] wrote: It's been a few days dince the topic has been more discussed in the Glitched Velocity discord server. Recently [b]@Anrezz[/b] discovered a trick for lightmapping that doesn't produce textures for lightmaps and stores the light data in memory or maybe does some sort of vertex lighting. on further investigations, I found that it actually changes the material type to [b]one_texture_blend[/b] and doesn't use lightmaps as material type. [b] ** Edit:- This part is still needs to be investigated [/b] [code]It also uses the [b]Param 1[/b] property of irredit/irrlicht properties which can be used to increase or decrease the intensity of the light.[/code][b]**[/b] since it doesn't use a second texture for the lightmaps ,it seems to be more performance efficient as there will be fewer texture calls. however, to get better visuals it is recommended to use higher poly models. So in order to use this trick, you guys have to use a very high value for the Resolution while calculating the lightmaps. something like [b]"1000000"[/b] works fine most of the time. I have tried this with different texture sizes and the trick worked the same for me. You can check that by yourself 64x64 texture size is also fine. and that's it you don't have to do anything fancy there. Hope this trick helps you. A huge thanks to @Anrezz for sharing this trick with the community.*holy**holy*[/quote]
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