Build 60 is live now!
- Kino Der Toten’s grand return better than ever
- Improved gun game
- Reworked crosshair + hipfire logic, identical to BO1’s
- Trap system, more traps to come soon.
- Aim Assist
- Tons more changes and fixes
Full Notes:
verrial.itch.io/projectaethe…
You're all welcome
- which I use to calculate them offline and use in unreal, leading to perfect model lighting.
Also able to get CODs light probes, and using em to create VLMs for unreal, which gives me ‘dynamic’ lighting on movable objects like the player and enemies, again being identical.
Unreal’s lightmaps take ages to bake, end up being quite large (up to a gigabyte uncooked per map) and can have large amounts of really bad artifacts. It also results in lighting that looks generally, a lot worse than CODs.
CODs are about 20mb (uncooked btw) in total for a map.
Big explanation thread because it’s extremely interesting:
For map geometry and most BSP surfaces, cod uses a few atlas lightmaps that cover the whole map instead of unreals way, which is baking a lightmap for each surface. Map in unreal could have thousands meanwhile cod has ~6













