Take a model. If it's uvmap tiles on top of itself(different polygons share the same uvspace) - this how tiled(detailed) textures are achieved using a model. What we need is the ability for .mdl to support 2 different uv coordinate sets. That way, you can have a second uv map with no tiling whatsover in it's placement, but rather emcompases the whole model, and use it for lighting... otherwise the lighting will tile alongside the texture(if used on the first set of uvcoordinates). What MED offers right now is the ability to put a different texture to different polygons of the uv map. But no part of the uv map can have different textures with different uv coordinates on the same polygons at the same time. That's what we need. I think many other engines have/had this for a while... basically a way to put lightmaps on models(bake lighting inside of 3ds max ect.).

This wouldn't be needed if the engine had a built-in way to lightmap models though; I was wondering, what are the plans for lightmapping models? Will models have the ability to be lightmapped by the engine in the near future? This method would be much much more easier than doing all the lighting in Max, since you wouldn't have to worry about properly exporting all the meshs with 2 sets of uv coords(and I don't know any exporters-3dgs that offer this... but then again, it's prolly due to .mdl not having the ability to support 2 sets of uv coords).


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