Hi Ericmor,
Quote:
In the old engine, either only Lite-C or only .wdl could be used at a time - you couldn´t use both, and some special resources like special shadings were only available in either one or another... this still happens in version 8?


What "special shadings" are you referring to? The shader pipeline has improved over the years and Lite-C is the language of choice for everything shader-related. I am 100% sure that everything you want to do with shaders is possible with Lite-C. C-Script is dead.

Quote:
Shadow baking in gamestudio only worked with MAP blocks from wed, they didn´t quite go right with models or terrain... i don´t use map blocks anymore, only MDL models to create levels with the new physic engine, but they looked kinda ugly with standard light and i was forced to cut the level in smaller pieces and bake shadows in an external 3d program, and even so the level didn´t look as good as when you bake in unreal engine.


WED supports the classic blocks and also static meshes from models. As far as I know, the lightmapper for models is a lot more stable now and creates decent lightmaps. Nevertheless, you can also import models with 2nd UV set and a seperate lightmap to use it in Gamestudio, so, it is up to you and your used 3D apps how well the lightmap looks like. I don't know anything about the Unreal Engine and its lightmapper.

Nevertheless, if you have highly dynamic scenes, you could also consider to use a softshadowmapping technique to create light and shadows dynamically.

If you would post more details about your project, you will get answers with higher information, I suppose smile though, good luck with your project and it is always nice to see people coming back wink

best regards!