One reason people don't like doing it this way (although, you are right it does work well this way) is because with texture baking, you end up with a bunch of different textures with light mapping burnt onto them. Assuming you only want lightmaps at 512x512 for an entire scene and would also like 512x512 images for your textures (say you have 2 textures you use repetedly). Now if you have a cube world of, say, 80 polys, you would have 40 textures with the baking method (2 polies per side) at 512x512, where as, you would only have, probably, 3 with the other method at 512x512. Since Dark Basic has a hard time with multiple UV's it is still understandable why baking is a way to go even though it takes more memory to do, because you do generally end up with 2x as many polies in dark basic without baking (which upsets the video card). I'm not condemning (Gee i hope i spelled that right

)your method, but instead contrasting the two. Both have the strengths and weaknesses!

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