Yeah that looks like a lighting bug. The texture itself looks aligned across that boundary, but apparently the lighting routine clipped itself at the plane between those cells.
Well, I tried relighting with both Atan's version and the older beta 8 version... no luck. I tried recalculating terrain occlusion, and running with and without super detail... but nothing has worked. I can kind of hide this line if I use a darker texture for the terrain, but I like the snow!
Thanks for the suggestions, I still haven't fixed the problem, I only have 1 light source on the terrain, I'm going to try adding another to see if it helps. I tried moving the one I had, but it had no effect, and also I tried different lightmap spacings, it didn't really do anything... so I'm just going to keep playing around with it till I figure it out.
if and when you add another lightsource and run your lights, delete the source after words if you really don't want multiple suns.
One way around multiple suns is make one of the other satellite textures to light emitting. You can also regulate how much light you're getting that way and not loose all your shadows.
if and when you add another lightsource and run your lights, delete the source after words if you really don't want multiple suns.
Thanks, nice tip. I tried lighting with multiple light sources though, and it didn't really help too much... so I think I'll just stick with one light source.
I've noticed that this weird line only appears when I run the game in Direct3D. In OpenGL the line isn't there. Soo... I don't know what I'm going to do. I've managed to get rid of 75% of the problem, so I think I'll just leave it, It's not really that big a deal.
ooh.. it's only in D3D? might be a glitch with Dx9. I don't think that many folks that are really into play use D3D. I use it only when I'm using bumpmapping. Otherwise, it's still too slow for anarchy.