V-TUT ::bake textures for BGE , sweet ....

I still think using Snailroses script is so much easier, and faster. Just MHO.

I managed to do it this way.

1). Make a second UV map for the lightmaps
2). Copy the meshes that will be lightmapped on another layer (with all the lights so dynamic objects won’t affect it)
3). Delete the first UVlayer and only leave the lightmap layer
4). Assign a black texture to the UVmap, a big black texture
5). Set the material to not have Texface or being shadeless or even textured.
6). Make your lighting setup if not already, newer builds can bake in soft shadows.
7). BAKE!
8). Save the image
9). Go to layer 1 and add an image texture in the second slot to the meshes to be lightmapped in the material buttons
10). Select Texface, set the lightmap texture to the second UVchannel, and set mix mode to multiply

I did this and it worked very nice, and all you need to do to tweak it is rebake, resave, and reload in the image texture slot.

You will need to redo the whole process (except for loading a blank image) if you change the mesh any though, a safe way to do this is to make sure your lightmapped meshes are fairly complete.

thanks guys , …