Quote: "I`m an old dog"
Me too.
I found the code for that building above.
What I found was,
- The building model is a DBO
- The base textures are included in the DBO
- The lightmap was saved separately
Taking all the lights to 0, the lightmapped areas are of course still lit, but the base texture colors are diminished, and areas not receiving light from the lightmap are completely black. As I bring up the ambient light, everything lightens.
So it seems the answer is to separate the lightmap from the model before export, and save it separately. Then use this command to apply it to the model in DBPro.
set blend mapping on OBJ, 2, LM_IMAGE, 3, 8 ` The 8 is ADDSIGNED blending
In the case where I wanted the porch light to be switched off during the daytime hours I just cleared the object's textures with a TEXTURE OBJECT Obj, 0 and then retextured it with the original textures excluding the lightmap.
To turn the porch light back on for the next evening, just use the set blend mapping on command above.
Come to think of it. That's the last model I ever used that had the textures included in it from the graphics program. Ever since then I've always textured them myself.
I'm not certain what texture stage, or what blending technique the graphics app might be using when saving the lightmap with the DBO, but whatever it's doing, that is probably what is stopping the model from receiving light. Which would make sense why separating the lightmap and applying it yourself would work.
Here's another pair of screenshots from the code I found. The only difference between the two is the ambient light color. 255 in the first one, 0 in the second.