Quote:

you could load different light map uvs but they had to use the same uv-patches (-> the seams at the same place in the topology - don't know how to explain it better) as the other uv-map.





Considering how lightbaking works(creates lightmap on a new non-tiling unwrap of the model), this sounds rather useless(unless i'm not understanding things)... perhaps JCL would know of an alternative? How had the old games(Donkeykong64, ect.) do their lighting on models? there must be a simple solution, as these games were released almost 10 years ago, long before shaders. Lighting is an essential part of the scene, and per-pixel lighting is not the answer using 3dgs right now(much to slow beyond smaller rooms). Considering A7 won't be released for a while, it looks like were left out in the blue.


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