2D Toolkit Forum
2D Toolkit => Support => Topic started by: RCBricker on October 11, 2014, 09:28:28 pm
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Hello Unikron and fellow forum folk, I have been trying to bake lights (just the light no shadows required) from a point light to a tiled sprite to reduce memory usage in my game, I have seen several tuts on lightmapping, basically I check the object as static, place all the lights I want to bake, select baking options and bake, from what I´ve seen the only component required to do this is that the objects to bake have mesh renderers, and my tiled sprite does, but when I set the lights, set the tiled sprite as static and bake the tiled sprite goes black and if I disable the lights there is no pre light on the tiled sprite, my sprite collection generate normals, my sprite collections material is the tk2dlitvertexcolor and the recive lights, what am I missing here?
Thanks.
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You can't bake lightmaps on tilemaps or sprites - these are classed as dynamic geometry. Secondly they dont have a 2nd uv channel that lightmapping requires so it won't really work. Have you tried painting in vcolors to simulate light? That could work I guess. Alternatively if you need more detail you can use a custom shader which uses scaled world unit as uv2, you will then be able to paint in lighting from within photoshop...
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I see then, is it posible to paint on some sprites al tiled sprites as I paint on a TileMap?
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nice touch there. Looks really good.