Chances are, you have inverted normals... off the top of my head, I can't remember how you flipe them. I think you go to face mode, select a face, and hit 'f'.... I'm not sure right now. Just look up the 'flip normals' command in blender.

--Chris

On 3/23/06, Jorrit Tyberghein <[EMAIL PROTECTED]> wrote:
Those messages mean that your texture density is too big so the
lightmap maximum size (256x256) is exceeded. Check the CS manual (in
the Appendix/FAQ) for several solutions to this problem.

Greetings,

On 3/23/06, Stephane Vaxelaire <[EMAIL PROTECTED]> wrote:
> I have what appears to be a lightmap problem.
> I'm loading an entity with a pcmesh that is some kind of boxes.
> There is a blender screenshot attached to understand.
>
> I UV mapped the whole mesh and checked the normals that should be right (they
> are displayed in the screenshot).
>
> I built this mesh using boolean operations (difference between cubes in this
> case)
>
> Now when after exporting this with blender2crystal and loading the mesh in CS
> I get only 2 faces that are textured on the outside "box" and none in the
> interior of the rooms inside the big box.
>
> I have some interesting messages when CS loads the model :
> crystalspace.mesh.object.thing:
>   Oversize lightmap (161x361 > 256x256) for polygon 'thingMesh.002/4'
>   Oversize lightmap (161x361 > 256x256) for polygon ' thingMesh.002/5'
>   Oversize lightmap (361x126 > 256x256) for polygon 'thingMesh.002/6'
>   Oversize lightmap (361x126 > 256x256) for polygon 'thingMesh.002/8'
>   Oversize lightmap (361x27 > 256x256) for polygon ' thingMesh.002/39'
>
> You'll also find the blender2crystal thingmesh attached.
> Any hint would be greatly appreciated.
>
> Thanks
>
>
>


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and CEL (http://cel.crystalspace3d.org)
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