I agree, the smoothness of that lighting says that is going really well
Just woke up now, gonna mount the props I made for the level, position/clone them, I mean. The level itself is not uber complex, but has some complex geometry inside
Blender....will let me make the lighting. I'll try to export in several methods, ase, vrml2, in case some of it is easier for you...what i don't know is if enough values are put into vrml. But I guess your aim is to directly grab from the blender scene, so I'll send you the blend, too.
But really, I rather prefer that idea from you of grabbing the geometry as OBJ in another file, only take the lights info from the blender file. Is really terrible not having my hard edges preserves as I do them in Wings or any other package, and splitting the edges in Blender (Ykey) is at least time consuming...
BTW, I banged a quick stone dragon head (so quick am embarrased to use in the level, lol...but wanted to use a very complex sample of geometry..is like 4,000 triangles...)
Please, none here judge my modelling based on that(nor anything on the...*cough*..."level")...it's also very disordered mesh....I guess I just should have remove the dust from my zbrush, while I don't like it for othe rthan modeling, for a quick dragon head would have been faster...hmmm...no...polygons would have gone really high...
Well, a mesh to really have all the usual ways that a noob will put into a mesh, and that would bring errors probably if the lightmapper would have not considered the modeler guy's newbieness...
Also, is composed of several meshes, exported "attached"...is th emost usual and easy way to build a level, so I guess it'd be more universal as a test. Tru that I have avoided -I think- open meshes, single sided polygons, inverted faces, as usually is the evil when someone says me "only convex geometry"...usually means putting none of those things.
Puh, I think the answer is yes, as the more geometry samples he may have, the better
![Smile :)](./images/smilies/icon_smile.gif)
Even better as I guess we both use different modelers. Hey, di you do smoothing groups or smoothing normals (hard edges in wings, or autosmooth) ? It is important to see how it will work in the lightmapper.