Weird Shadow Behaviour in a Mesh who was originally a brush.

Hello

So the process was simple, I created a room out of brushes. Then, I simply converted the brushes to a mesh. I added a lightmap of 128 to the mesh. The room also has a lightmassimportance volume sorrounding it.

When I compile the light, however, I get this very dark room however.

The obeject on the left are all brushes, who do have proper visibility.

Here is a picture, including the output error after building the lighting.

://puu.sh/bh9Yw/3c71d45937.jpg

Hello? Anyone, please.

I find it easier in the workflow to just convert brushes, as it fits to the world already, rather than having to redo the meshes and guess dimensions in a separate software.

Normally you can solve this when you create a 2nd uv channel + lightmap → you can also do it in the engine (generate unique uv’s in the static mesh editor) but you wont get a good result :slight_smile:

Thanks, how do I generate the UVs in the Mesh Editor? I am not finding the option.

I still don’t get it. ://puu.sh/br4nQ/e65a36d73f.jpg

If you go up to the Window menu of the mesh, you will see the option to open the Generate Unique UVs menu. From that menu, you can create the lighting channel. Let me know if that helps.

In the right corner you can see a generate button + some properties. There you can generate a lightmap, but I would recommend you to directly to that in a 3d program, because you wont get a good result ^^ e.g ://

It’s still way easier to do it in your software