Thanks, Syb - nearly lost me when you mentioned shaders and things, but I think I've got it.
Just curious on the Lightmapping, though. Surely if you had a lightmapped mesh representing a castle, and within the castle you placed sprites to appear that torches were burning at the correct places to match the ligtmap you used. Now, the player character carries a lantern of his own. This would need to light the mesh as he runs past, so Fullbright would stop this wouldnt it?
Just curious on the Lightmapping, though. Surely if you had a lightmapped mesh representing a castle, and within the castle you placed sprites to appear that torches were burning at the correct places to match the ligtmap you used. Now, the player character carries a lantern of his own. This would need to light the mesh as he runs past, so Fullbright would stop this wouldnt it?