You guys want bump-mapped lightmaps? I already do some lighting that depends on the color of the pixel you hit, like transparencies, so it wouldn't be hard, and there would be no overhead, since it's just static lightmaps.
Oh, and dynamic shadows like in Unreal }{ are going to be no problem, but you will have o use some of my Blitz code. It's actually incredibly simple, at least how they did it in Unreal }{. If you look hard in the game, you can figure it out.
Oh, and dynamic shadows like in Unreal }{ are going to be no problem, but you will have o use some of my Blitz code. It's actually incredibly simple, at least how they did it in Unreal }{. If you look hard in the game, you can figure it out.