Quote: "You do end up with a bunch more textures. They are exported from 3dws as bmp so not compressed but I think the difference between the total output size of the additional textures compared with the lightmapping output file size from a decent level lightmapped in FPSC would be not that great."
But...if someone would make a whole game with 12 to 18 levels.
How much mb will the textures be?
I mean if i put them all together...in one folder.
Cause it really looks good...and like you said.
The loading time is impressive.
But if someone would make a game...and for example:
Level 1 = apartment.
Level 2 = sewer.
Level 3 = Warehouse.
Level 4 = Airport.
Level 5 = Jungle.
Level 6 = Cave.
Level 7 = Lab.
Cause all of those levels would use different textures.
So that means you would have a lot of textures for 1 level....
But if you would make several levels...all play in a different location.
Therefore you cant share textures for each level...and all those textures together would be massive.
(i mean the number of textures...not the mb)
Quote: "Kind of but the FPSC ambience level does not affect the imported 3dws geometry that has the light and shadow mapping burned in"
Hmmm than thats very good news...but how is this possible?
Did 3dws calculated this into the X-file?
So FPSC cant bake another shadow on it?
Like if i would create a whole level with 3dws import it into FPSC.
Of course bake the lighting in 3dws and after that i would place a lightmarker in FPSC.
So the lightmarker FPSC uses doesnt react to the mesh that 3dws exported?
If that is true...than thats very good...but also kind of...hmm not good.
Cause when i would place a ambience triggerzone. it would look unnaturally, cause it would all of sudden be to bright.
(if you would walk with a weapon that is)