Alright. I'm close, I'm real close. The creator of Room War is being stingy and isn't replying to my email, so I have to figure this out on my own.
OK, so I have my subway level. It's all pretty and textured, as you see here:
NOW, I want to add a lightmap. Most of us have been through this agony.
WHAT I DID: I created a new level object in 3ds max. I applied a push modifier so everything would be scaled outwards, creating a
slightly larger level than the original. Then I baked the lightmap
only into this object.
Now, in DBP I want to load the lightmap object OVER the level object, and ghost the lightmap, and since the lightmap is slightly larger, it will appear always over the level.
BUT, here's the thing. Most people know that 2 polygons that are close together at a distance will tend to overlap.
HERE'S WHAT IT LOOKS LIKE:
You can see that the lightmap object is there. It's gray. You can see shadows on the floor and under the benches. BUT: Farther away, as in the right red circle, the
slightly smaller textured object will overlap and show through the lightmap object.
So that's my problem. I need to make it so that the lightmap is always on top...so to speak. But I have no idea how. Culling hasn't seem to have any effect.
HELP! I promise that I'll post a full tutorial on lightmapping when I get this to work.