Working with dynamic and static lighting is always hard work.
Lightmaps works by decreasing the bright of a model where
there are shadows, so your model must have a full bright fx
(EntityFX 1) applied so that the lightmap can work that way.
By applying an <EntityFX model,0> to your model you can reset
its bright FX to normal although your scene
will look different ... actually, the problem is combining
dynamic lighting with multitextured elements, your buildings
and soldiers are ok because both have less than 2 textures
applied (0 and 1).
My suggestion is, if your scene is mostly dark then do it
all with dynamic lighting (no lightmaps or multitexure),
if it is mostly bright then apply some textures to the
buildings and let the light to only affect the soldiers ...
Paolo.
Lightmaps works by decreasing the bright of a model where
there are shadows, so your model must have a full bright fx
(EntityFX 1) applied so that the lightmap can work that way.
By applying an <EntityFX model,0> to your model you can reset
its bright FX to normal although your scene
will look different ... actually, the problem is combining
dynamic lighting with multitextured elements, your buildings
and soldiers are ok because both have less than 2 textures
applied (0 and 1).
My suggestion is, if your scene is mostly dark then do it
all with dynamic lighting (no lightmaps or multitexure),
if it is mostly bright then apply some textures to the
buildings and let the light to only affect the soldiers ...
Paolo.