ow, It looks as problem exist only in calculating for mixing.
In general - it work.
[spoiler][quote=“rasteron”]Quick question Dave82, What software tool are you using in generating Lightmaps? I’ve always been curious with lightmap techniques since this is a big part of asset optimization.
I tried to contribute some samples before but my thread was somehow buried
really curious how this turns out.[/quote]
3DMax , Maya, Blender3D and other programs can do it.
Quick theory from Wiki
Lightmap can be baked directly to Diffuse texture in 3D editor.
In this case is not necessary for game engine calculate mix for Diffuse and Lightmap.
It can be used if you not want change static lights/objects positions.
Lightmap can be baked separatly to other UV coordinates.
Object need have one UV for Diffuse and other UV for Lightmap.
In this case, game engine calculate mix Diffuse/Lightmap by himself.
But, you have the ability to change only Lightmap when change level to level.
Level “morning” <-to-> Level "evening"
or in realtime.
If litemaps used for shadows only it can be greyscale (limited number of colors)
This textures lightweight for hardware loading process than loading diffuse textures.
Additionally this textures can be used for specular calculating or other targets.
Blender "blender lightmap"
Blender "blender bake"
Variants for Blender "TextureAtlas Add-on"
Introduction to Baking in Cycles
Look also to:
Warboat (Local Multiplayer Boat Battle)
Use Blender and Urho3D for shadowmap.