maxarturo Posted July 31, 2019 Author Share Posted July 31, 2019 (edited) Thanks ReDragon for replying and showing interest in this. But.. 1) The cell doesn't have a single "Shadow Casting Light". 2) "Non Shadow Lights" are keept to a minimum and scatter through the cell with all of them having a small light radius. The cell is dark using only "Directional" and "Ambient" lighting", i made it like this so that i can use my "Environmental Script" in it (i haven't added it yet). 3) The CK Optimization process is very simple, especially for someone in my line of work and knowledge. I produce 3d Photorealistic Renderings, so textures (maps) - 3d design (meshes) - Rendering - lighting - etc... is every day stuff. I think (not sure, need to test) this Warning has to do with, either : 1) "auto-adjustments can become problematic when you're working with a room with multiple portals" As ReDragon highlighted and posted. 2) The number of portals that can each Room Marker handle. 3) This is the most probable: This cell was a part of the previous cell, but because is was getting way to big, i "Duplicate" A and from the duplicated cell B i remove all meshes that i wasn't going to use (and are part of A), so now i have a 2 cells dungeon born from one cell. This resulted in : Cell B dosen't have an initially - first placed (point of origin) mesh in 3d space position X, Y, Z, = 0, 0, 0. (And from where the first Optimization Box would be made). As all cells should have, so i think this is what is triggering the Warning to pop up. If i can prove this is the case, then i will have discovered a program bug, a triggering a Warning when is not suppose to. Edited July 31, 2019 by maxarturo Link to comment Share on other sites More sharing options...
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