WHBL - mapwork

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I started refining some textures for my main game map and placing objects in and around the place. First pass is not too bad, but I've had to bin the idea of shadow maps due to the resultant crap realtime lighting. I really need need a decent torch for my game and lightmaps suck monkey poo through a hairy straw. I was thinking of using just decals for spot shadow effects here and there but they look terrible as the fog begins to bite in the distance...I also notice that 'autofadeentity' doesn't seem to work with them. Anybody any ideas? Am I missing something in Blitz that will allow easy 'side-effect' free shadow in the form of masked poly's - or will fog always screw them up?

Anyhow here's a shot of a culdesac in my wrecked northern town I took in my object-placement util.

* Been working on my interiors - I'm going for a kind of modular click together system of rooms and stairways which means geometry isn't going to be too spectacular so I'm having to rely on interesting atmospheric textures to compensate...Below we have a cellar stairs shot and and empty bathroom. No broken furniture and appliances yet...it's coming.

If anyone's interested here is a ropey avi file walking through this generic terrace house. It's a bit jerky, my computer just doesn't function so well while writing out these video grabs...

Out of space - Avi is gone :(