sadly because:
1. I use mdls with multiple tiled textures so it's a mess. Basically if you think about it with tiled textures it's impossible
UNLESS..
2. I bake shadows with the render-to-texture in max the only way to do it right is to let it auto-unwrap and remap the whole thing which means a huge texture and still in the end a very blury and poorly detailed look.
But I've been thinking and I've probably find a way out of this. A cheap fix which is to:
use normal mapped mdls with short range realtime shadow stencil and an invisible block at the same coordinates that still casts pre-rendered shadows.
That way even if I clip out the realtime stencil I can still see approximately the same shadow .. it's far away so i won't really see if it's casted or not over the mdl.
Not really a time saving solution but it's better then nothing.
Last edited by PietroNifosi; 12/22/09 00:47.