@DocRogers
I just want to preface this with the notes included with this content on the Marketplace:
These assets take a while to open. Even on my machine here and I’m running a high-end machine and these assets can take a while to open for the first time.
It may appear as if the engine has “frozen” but it’s just writing the data cache for the assets. You will need to wait it out for the process to finish. After this initial load it should be much quicker placing additional ones. It’s just the initial load of such a highly detail asset and texture.
Will I need to go into a modeling
editor to fix the UV channel 1 as you
mentioned above? I am using dynamic
lighting in my level. I understand
that these assets were designed for
static lighting.
If you’re using Dynamic lighting you DO NOT need to worry about lightmaps. These assets were actually designed for Dynamically lit worlds such as the GDC Kite World demo. These assets were made to be mostly compliant with static lighting when preparing them for the Marketplace.
If you decide to use them for static levels, you will need to correct the UV overlap in a modeling application or if you can live with the ~2.8 % overlap, which is negligible, it won’t be so bad. It’ll just be a warning that displays in the error messages after you rebuild lighting.
As for using static lighting in large worlds, I would not recommend it necessarily. If you’re creating a highly detailed world this will probably cause more frustrations and hangups with the process than using dynamic lighting. This is why you often see larger worlds that use Dynamic Lighting over static lighting (Fallout, Skyrim, GTA, Assassins Creed).
