well thanks for replies
r2bl3nd is right, the lighting is baked into the textures and it use radiosity, but not made into blender
and since blender doesn’t support lightmap/multitexturing, i used HUGE textures (no tiles) and thats the only draw-back of this technique, it uses a LOT of memory…
the scene tris count is 2904 so pretty fluid, even on a p3 500/TNT2 but with slow loading times. If anyone knows how to do a loading screen, then i would be glad to hear how.
i think that the most important feature that should be integrated into blender is multitexturing (with at least 2 uv sets) so we could do lightmaps and use tiled textures…thats really a BASIC feature that is used for years in games, i’m not asking realtime shadows or shader stuff, just plain multitexturing, i could sell my soul for that
so know i’m trying to resize/compress the textures so i could put a demo online at my site
@r2bl3nd: yes i’m a graphics designer (in fact i’m looking for a job…)