Okay I got rid of the lighting on top of the cube, but I don't really understand the math behind what I did.
Here's the code I changed in the LMSetupSurface function:
As you can see I simply multiplied DT# by 3.0 above and beyond what it was already set to for removing black borders. Unfortunately, I don't have a complete grasp of all the mathmatical goings on here at the moment so I don't know what exactly I've done, and whether it will stand up to changing the lumel size or if it is going to be wasting tons of space in the lightmap. The lightmapping LOOKS fine though with the current lumel size. I will have to change the lumel size and see what the effect is now and try to understand what I've done to make sure it's a good solution.
Here's the code I changed in the LMSetupSurface function:
; Reduce black borders ; (sswift) ; Multiplying by 3.0 eradicates the light bleeding from adjacent lightmaps, but I don't know why, or what ; effect changing the lumel size will have. ;DT# = lumelsize * Float(blurradius + 1) DT# = LumelSize# * Float(BlurRadius# + 1.0) * 3.0
As you can see I simply multiplied DT# by 3.0 above and beyond what it was already set to for removing black borders. Unfortunately, I don't have a complete grasp of all the mathmatical goings on here at the moment so I don't know what exactly I've done, and whether it will stand up to changing the lumel size or if it is going to be wasting tons of space in the lightmap. The lightmapping LOOKS fine though with the current lumel size. I will have to change the lumel size and see what the effect is now and try to understand what I've done to make sure it's a good solution.