also look into the face filter and remove doubles buttons
if lim next to remove doubles is not zero when radisity calculation ends (by converging enough, or by you pressing esc) the remove doubles thing will automatically be done. I prefer to have lim set to zero when the calculation ends, and then play with face filter, and remove doubles.
you can press the add new meshes button as many times as you want, so one for just after radiosity, one after smoothing, one after removing doubles, another after removing more…
now that I think about this doesn’t seem too useful here.
Don’t get rid of your original mesh, you may want to change it later.
oh, and you will have to uvmap after radiosity (painful the increase in triangles can be). It would be easier if you try to automate it as much as possible.
on this fourm I saw (as far as automated uvmapping goes)
as far as I can tell this workes independent of triangle resolution:
it will texture the before radiosity the same as after it, except that you will after radiosity have to assign textures to faces
(I haven’t used it much though)
and, one more thing
a post-radiosity mesh isn’t suitable for [real-time] light sensitivity (contrary to in rendering). This is because the light color is multiplied by the vertex color, so you mesh will end up being at brightest (ignoring specularity) your radiosity solution.
but an entire light sensitive level can be quite slow, slower than just the radiosity solution. Do you REALLY need dynamic lighting?
You can have light sensitive faces, with the same texure as your mesh, light vertex colors (solid white), and in add mode, but because of zbuffer error this will not look good on all systems. On some it will look fine, others it will look horrible.
(I have that file in gameradiositysamples.zip or something that I link to from my aforementioned game radiosity tutorial)