@jonny:
yeah, guess it proves i am not a girl - no multitasking - i came up with a brilliant idea in case there would be only ONE static on the map...maybe i should not write and think at the same time...
the shadows, i hope you are referring to those on the lower/outer parts of the walls:
its a crack texture that holds the entire lower rock-wall, taken from a photo. So i skipped spending a lot of time removing the shadows via image editing because i hoped i could get away with it. Guess i am wrong...
@hyperion:
the dirt, and i hope you are referring to the one on the upper/outer parts of the walls:
did not feel the same but i will tune it down.
the lightmap is a test: i exported the
same building during all the texture-revisions with different lm-sample-sizes:
(lms-size) | (file-size) | (~ render time in editor @ final) | (result on lod0)
2048 | ~112mb | ~1.5h | fine
1024 | ~12mb | ~15 min | not all shadows traced correctly
512 | small | ~3 min | total dis match
the 512 pixels are not enough to trace the shadows of the many faces, and as the samples scale down in size for the lods, and with having lod1 allmost as detaild as lod0, the 512 for lod1 still is too bad, so in order to have a really nice shadow 2048 is required, and 1024 is the smallest one that does not f**k up on lod1 allready

but thats just me playing around - i will lightmap in max!
Thank you both for the feedback so far !!!
I am afraid more of your help may be required, with me only getting "better" and you guys still not satisfied

(come on lets get this over with, i need to work on the map

)
About smoothing-groups:
i cant prove it but i think i remember reading somewhere that bf2 (engine) dislikes smoothing groups? this information may be outdated as today's computers might not have problems handling the additional workload or the info could be simply wrong?!? Comments anybody?
sg
