"If were to make a lightmap in max5 for expample how would I load that in blitz 3d."
To make a lightmap in Max you'd need to create non-overlapping texture coordinates. Weren't you the one asking about lightmapping in the features forum and I told you to take a look at YAL?
If you want to do your lighting in Max I can't help you much. The functions contained in YAL are not suitable for that.
All I can tell you is you'd have to use two texture UV channels in Max, using the first for the texture and the second for the lightmap texture and then find a Max exporter which will export both those channels.
Then you load the texture and apply it to the model normally, and load the lightmap texture and use the TextureCoords command to set it to use UV set 1 which is the second set of UV coordinates. Then you apply that texture to the model normally, but you set the "index" parameter of EntityTexture to 1 instead of the default of 0.
And that's it.
To make a lightmap in Max you'd need to create non-overlapping texture coordinates. Weren't you the one asking about lightmapping in the features forum and I told you to take a look at YAL?
If you want to do your lighting in Max I can't help you much. The functions contained in YAL are not suitable for that.
All I can tell you is you'd have to use two texture UV channels in Max, using the first for the texture and the second for the lightmap texture and then find a Max exporter which will export both those channels.
Then you load the texture and apply it to the model normally, and load the lightmap texture and use the TextureCoords command to set it to use UV set 1 which is the second set of UV coordinates. Then you apply that texture to the model normally, but you set the "index" parameter of EntityTexture to 1 instead of the default of 0.
And that's it.