Looks cool :D
How are you going to handle the doors with regards to lightmapping the level? Will you have separate light maps for when the doors are open and closed? Or will you write to the lightmap in game when a door is opened or closed or destroyed?
Prolly the most strait forward easiest to implament is to sub section off each area that is inclosed by doors...make them individual entities or meshes (they can all still share the same light map)...render them exactly the same (texture + lightmap multiplied on the surface or whatever)...only difference is instead of the mesh surface being fullbright white...change the color to black...then when a door opens gradualy change the surface black color back to white...
Another way is to include a black colored roof mesh over each area...you can then change the alpha if the doors are open or set it up with vertex alpha and change that manualy in game.
How are you going to handle the doors with regards to lightmapping the level? Will you have separate light maps for when the doors are open and closed? Or will you write to the lightmap in game when a door is opened or closed or destroyed?
Prolly the most strait forward easiest to implament is to sub section off each area that is inclosed by doors...make them individual entities or meshes (they can all still share the same light map)...render them exactly the same (texture + lightmap multiplied on the surface or whatever)...only difference is instead of the mesh surface being fullbright white...change the color to black...then when a door opens gradualy change the surface black color back to white...
Another way is to include a black colored roof mesh over each area...you can then change the alpha if the doors are open or set it up with vertex alpha and change that manualy in game.