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What I would give to have efficient working lightmaps in TDM.
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Ah yeah I do vaguely remember the Strombine technique. I think my other method I was thinking of (going off the modeler deep end) is vertex painting darkness into obscure portions of the map.
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Even if it was just for brushwork it would be a tremendous leap to have lightmaps or be able to flag lightmaps on select pieces.
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BTW, the decal method I suggested: https://web.archive.org/web/20090106143119/http://www.fuzzpopfx.com/tutorials/doom3/