Let me work with it a bit more, then I can provide an analysis(already got my ps/vs detailmapping shader with lightmap applied). Collision seems good all around too(c_trace/c_move, ect.)! Thanks for the demo.
@Frank -
Quote:
A simple multiplication of the lightmap should do the job. But it must take a different uv-map into consideration.
Looks like this shouldn't be a problem. Heres what I had to do in my shader:
Then, in the structs, I put a second set of texture coordinates. I think all shaders use "texCoord0". For having a lightmap, it looks like it's texCoord1.
I don't know if your supposed to multiply by the shadow, as I'm no shader programmer(and admit, took a few minutes to even figure this out). But it works, and also colored lighting on the light maps work too!