Good work - light working. Replacement is breaking a normal-maps and can be prblem when intersecting geometry or many source of shadow but without FPS drop. Replace with nothing only diffuse texture and normal and is z-fighting light sources. This was strange.
This is no different from before, perceptable except in quality of "ambient" lighting and spherical harmonics.
I much prefer this method. It looks good and as nbohr1more has spoken, it is fiddly and it will stretch lights as realism and cut-off lights in good manner that is higher quality than before.
Does not work for pointed lights. But this is no issue.
Big thanks for demo files!!
Have you tried lighting from underwater yet? Is necessary to create "shodow" light for water refection, as water has no specular or shadow in this mod.
Ya nye ponimayu why people ask for screenshot when you have given files to demo, nbhoh1more..?
Must been seen and played to appreciating difference.
The method. I find how to "follo" thread, but i not find how to bookmark, so will this thread be link in wiki for searching back?
Will be good to have a way to find the tread again, without leaving ball of string "Cubemap+Lighting+Beta". ok.
But you know... I can still push AI guard out of map by hitting when he is standing up because cosh interrupt animation and reset... Then guard falls through world.
At least world is lit well, even if guard can be beated out of reality ))))