That doesn’t make sense. Lightmapping should be working like regular offline rendering (e.g. Blender’s Internal or Cycles, etc.) and if Lightmass doesn’t do that, how on Earth such half-a$$ed lightmapper exists in the top of the line game engine?!
I’ve worked with Quake 3 lightmapper since 2008 and never had issues with lighting any kind of scene (indoors, outdoors, mixed environments). It always came down to bake time and quality (splotches), but never to half of the geometry lit properly and half unlit (or like in this case, lit as if it’s still outdoors).
Maybe @RyanB or [MENTION=4894]Tim Hobson[/MENTION] could help ?
Thanks
I agree, it doesn’t make sense. I’m dealing with exactly the same thing right now and that’s what I’ve surmised. Maybe I’m wrong, but it’s the only lead I have so far.