Ok, Norc, that's exactly what I tried yesterday,
But the point is: it doesnt work!!!! :(
I got to have my lightmap (yourcode) rendered on the "towel" (the flex mesh),I have set all my level children pickmode to 2 (polies),
but If I apply the UpdateFlex() function before the updateworld() it blocks down at 0.001 fps..
What's wrong ?
Also, I noticed the rendered lightmap, is not only the character model, but has some more pixel, I dont know where are they coming from, so now a questioN:
To pre render the lightmap, I saw in your code you used entityalpha flo,0
then back for rendering entityalpha flo,1.0
I have many more than "flo", so I used EntityHide on all stuff: skybox, groundplane, level,
but still something more than the character is "grabbed" by the temp camera.
Now what you think, if instead of hiding everything, we go toward this: create a white flipped faces box, big let's say the triple of the character, around the character, then do the lightmap, then hide the whitebox, then render scene.
Do you think will work ?
But the point is: it doesnt work!!!! :(
I got to have my lightmap (yourcode) rendered on the "towel" (the flex mesh),I have set all my level children pickmode to 2 (polies),
but If I apply the UpdateFlex() function before the updateworld() it blocks down at 0.001 fps..
What's wrong ?
Also, I noticed the rendered lightmap, is not only the character model, but has some more pixel, I dont know where are they coming from, so now a questioN:
To pre render the lightmap, I saw in your code you used entityalpha flo,0
then back for rendering entityalpha flo,1.0
I have many more than "flo", so I used EntityHide on all stuff: skybox, groundplane, level,
but still something more than the character is "grabbed" by the temp camera.
Now what you think, if instead of hiding everything, we go toward this: create a white flipped faces box, big let's say the triple of the character, around the character, then do the lightmap, then hide the whitebox, then render scene.
Do you think will work ?