That was my conclusion too, using rigid cubes and zones... I never even thought of doing cubes for every character but to make them as a part of the level. You don't even have to use rigid array, you can create points where they are need, iel more densely where you have a change of lightng border etc... then just check runtime which point (and associated cubemap) is the closest one and use that for the moving object. It might pop a little bit but tweening cubemaps is too slow IMO.
Yeah, like an oct-tree...But as I only have one character moveing at a time, tweening cubemaps shouldn't be too slow (only a total of 48 pixels for both cubemaps would need to change...fewer pixels then in an 8 by 8 .BMP)...so it's worth at least a try :P
OK, thanks
Is ok, but the light change with the mouse.
is possible a static light in the model?
Thanks
make sure the animated mesh is rendered fullbright....also in that dwarf thingy, I turned off the mirror as it was causeing some problems when the camera got too close to it.
The cubemaps don't rotate with the model, they are axis bound to the world...you can rotate the model, animated or not, in any direction and the lighting will appear consistant as if useing hardware lighting...so static lighting = most definetely :)