Just as I expected
(the problem with dynamic lights and transitions)
I suggest to not fight the transitions directly, but
do it with smart design of the pieces.
make larger sub-levelblocks (whole sections with
their own details), and try to use things like stairs,
a different groundtexture, carpets etc to make
the seams look more "intendet", by having a designed
"break" in the transition.
Another thing is to use smaller polygons for the floor and walls,
when using dynamic lights. (ok thats the tesselation now)
Have a look at my jump and run level:
http://www.opserver.de/ubb7/ubbthreads.p...true#Post276241The world is build out of small square blocks. But the
ilumiation still looks even from the front view.
I did that by detaching the frontside polygons of the
block from the top and side polygons.
This way the dynamic light spreats evenly on the front.