wip

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hmm...

"reaaally" with 3 'a's , instead of one...I'd say Max2 to be really old with one 'a'...no, it couldn't be Max -1 , that wasn't made...XD

I liked more 3ds msod more than max1, anyway...Butdue to my lack of knowledge, then.

Even you'r old max, probably has already both multiple -at least 2- uv channel, as well as render to lightmap. Or you could just export the mesh with two UVs and apply the tga lightmap generated in giles...

Both free available BSP compilers, are no way near to completion...Not openbsp, neither map3bspc at sourceforge.net...

The second one only generates the geometry bsp tree...
the first one is also very uncomplete, for what I read in readme.... but probably more ended than the other.
Getic3d has a more featured bsp, and quite a lot of code to help make your loader, and full source coder of the viewer...yet though, the editor you're probably forced to use...eeeeeks...I tried it... I am sorry to say so, but can't say other thing... Anyway, I don't have a much better opinion of Quark(fully opne source, that one) , or the like...

Yet though, getic3d bsp custom format seems have rised up a bit graphical specs, which is good...yet though, bsp type of geometry imho is quite limited, but probably a good compromise of things get solved in one shot, after all, and the level can end up looking well, though certains things will never be possible... Solid, convex geometry, no holes, no single sided double renderable faces (leaves, grass, two side wals of wires,etc)

I'd go for your own map format. Quite mor ewith the times, really..

is more that for those engines already limited, or for people avoiding the extra bucks of a lightmaper, and game specific editor for collisions, spawns, visibility portals, etc...is a all in one thing..and for the lazy modellers ;)

So, just my interest is for maybe some day outputting stuff for bsp based engines...quite a vague thing...