Marble It Up! Ultra

Marble It Up! Ultra

Marble It Up! Workshop
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lightmaps are too hard to figure out
i cant figure this out
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Showing 1-12 of 12 comments
this ♥♥♥♥ is frustrating just remove the lightmap requirements i cant figure this ♥♥♥♥ out this pis*ing me off i want to punch a hole in my wall
Last edited by [She/They] ChesseTheWasp; 22 Nov, 2018 @ 3:58pm
i camt find a button that says dtx1 compressed lightmap anywhere just make it a button
does anyone know how to change the map upload plguin so that it doesnt check for the lightmap
i cant find the lightmap editor that looks exactly like one in the tutorial in the newest version of unity so i have to download the exact version of unity the tutorial was using this sucks sucks sucks i hate this i have 4 versions of unity on my computer now, unity is such an awful engine why do people not use unreal, why do i need 4 diffrent versions of unity on my computer to mod games
ill just take a break from trying to mod this, awful ui shouldnt ruin my thanksgiving
Blueteak  [developer] 6 24 Nov, 2018 @ 5:49pm 
Hey there, apologies for the issues you're having, we'll be working on a video tutorial soon for the level kit to help with this.

In the mean time you are not required to use lightmaps for your custom levels, you can just open up the lightmap settings and hit "Clear Baked Data" from the triangle dropdown next to "Generate Lighting" at the bottom right, then you won't get any lightmap error messages.

I agree that it's unfortunate that Unity doesn't allow us to just write a script to change the texture format for you, I've sent them a request for this feature but who knows when/if they'll get around to it. But the reason we require that specific format is that otherwise the map files are 5-10x larger than they would be with the correct format.
Originally posted by Blueteak:
Hey there, apologies for the issues you're having, we'll be working on a video tutorial soon for the level kit to help with this.

In the mean time you are not required to use lightmaps for your custom levels, you can just open up the lightmap settings and hit "Clear Baked Data" from the triangle dropdown next to "Generate Lighting" at the bottom right, then you won't get any lightmap error messages.

I agree that it's unfortunate that Unity doesn't allow us to just write a script to change the texture format for you, I've sent them a request for this feature but who knows when/if they'll get around to it. But the reason we require that specific format is that otherwise the map files are 5-10x larger than they would be with the correct format.
ok thanks ill try that when i want to make a map agian and maybe check the tutorial when it outs
I'll copy and paste my response from the other discussion into here, both because the compression format of the lightmaps seems to be a common sticking point and it'll help anyone else that winds up here with the same problem that you (and indeed I) had:

When you select your lightmap or your shadowmask, in the area where their settings are you'll see 4 settings grouped together, with the heading "Default". Notice that to the right of the word "Default" there's a little down arrow. Click that. The 4 options will become 3, and the checkbox "Override for PC, Mac and Linux Standalone" will be revealed. Tick that checkbox, then under the Format setting, you'll be able to select DXT1 (and DXT5 for your lightmap) directly.

I must say: if several people are struggling with this issue then the GitHub documentation really ought to be updated sooner rather than later. In fact, the most up to date document as linked on GitHub doesn't contain the lightmap information section at all!
Plasmawario 29 Dec, 2018 @ 7:35pm 
Originally posted by Treguard II of Dunshelm:
I'll copy and paste my response from the other discussion into here, both because the compression format of the lightmaps seems to be a common sticking point and it'll help anyone else that winds up here with the same problem that you (and indeed I) had:

When you select your lightmap or your shadowmask, in the area where their settings are you'll see 4 settings grouped together, with the heading "Default". Notice that to the right of the word "Default" there's a little down arrow. Click that. The 4 options will become 3, and the checkbox "Override for PC, Mac and Linux Standalone" will be revealed. Tick that checkbox, then under the Format setting, you'll be able to select DXT1 (and DXT5 for your lightmap) directly.

I must say: if several people are struggling with this issue then the GitHub documentation really ought to be updated sooner rather than later. In fact, the most up to date document as linked on GitHub doesn't contain the lightmap information section at all!

I agree. The document also suggests naming the various skybox names differently (as opposed to numbers as in the github readme), which doesn't seem to even work (the numbers work though)
Blueteak  [developer] 6 2 Jan, 2019 @ 12:00pm 
What document is being discussed?

The only documentation I'm aware of is the GitHub README which should have correct info about lightmaps[github.com] and skybox numbering.
My apologies for being slow to respond; I had a pretty heavy new year! >.<

Originally posted by Blueteak:
The only documentation I'm aware of is the GitHub README which should have correct info about lightmaps[github.com] and skybox numbering.

I'm referring to the linked one in the final line of the GitHub README, thus:

Originally posted by GitHub:
"An continually updated version of this document can be found here[docs.google.com]."
That's the one with missing lightmap info and a different naming scheme for skyboxes, but the comment about it being continually updated led me to believe that's where all of the accurate info would be found.
Last edited by Treguard II of Dunshelm; 4 Jan, 2019 @ 3:10pm
Blueteak  [developer] 6 7 Jan, 2019 @ 8:42am 
Oh, I should definitely remove that link...
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