hey... question guys... how do you stop a model with different textures from 'flashing' where the different textures meet at far distances (telescopic views)...
With great difficulty. If the textures were the same, welding the vertices would fix it, but since they're not, it won't. They're z-fighting, I assume. You could try W-Buffer instead. Also try increasing the near setting on CameraView.
Not sure why no one's impressed with the pictures. Perhaps they're seeing things that aren't there. I may be wrong, but I don't think that scene is lightmapped. I think the shadows are stencils ( ie: realtime and will react to the light source ) and I think the lighting is PRT, which is pretty much realtime global illumination. I think that's enough to keep anyone busy for a week ;)
Course I could be wrong on what's what too. I guess we none of us know without seeing it running.