Sorry for the wordy post
I am working on a single player project, which currently has 15 maps. The setup looks like:
- one persistent level which has world composition enabled
- each map is streamed in/out as the player gets near/far away from it (some maps are “sound only” levels and overlap)
- an “Atmosphere” level, which is currently always loaded in the persistent level. It contains the directional light, fog and sky.
I am at the point in the project now where I’d like to show a progression in time, so switch from early morning to afternoon, and in the future to evening and night.
I thought I would be able to do this by streaming in and out the first Atmosphere level and adding another with the light settings I’d like to transition to. I did some testing and that doesn’t seem to play nicely with CSM (even when the first directional light is fully unloaded), and lightmass only uses your first directional light, so I’d have to have two composite levels for lightmass: each with one atmosphere level and the maps that use that atmosphere, and bake separately.
What I need really is a directional light which has a bounding box, so that lightmass will know which light to use when baking and where, and the game will be able to switch lights at a certain point (masked by a building, underground cave, etc).
I’ve also considered using just spot lights to simulate the sun in those maps (which would solve the bounds problem), but that means I can’t use CSM, and it also means that the shadows will not be parallel, as they are with a directional light.
Has anyone else had this problem, and found a way to get around it? I’m trying to make it so all levels stream, I would like to stick with the one persistent level if possible.