Quote:

Quote:

Actually the really hairy part is generating the c-script to load all the different _lm meshes and their bmaps.. can you think of a good strategy to automate that?


wouldn't this work with my example script which checks if the _lm files exists?



What about the memory leaks with creating the materials?

Is there any work arounds?

So...if I wanted to have say 5 levels, in each of my 5 levels I had a terrain mesh with a lightmap and I wanted to use the supertrace plugin. Would I have to have all 5 of those lightmaps loaded into memory at once? How would I go about having only 1 loaded into memory at a time?