Hi Darryl. I have now looked in to the lightmap problem. This is what max do: When using the render to texture and make a baked material "render to lightmap" max automatly flattens the uvw. This was a problem becouse then the uvw to the diffuse color "texture" was flatten to. And that *what i thought* was a problem. Now there is a option that can be done the render to texture can use a different channel to the "lightmap" uvw cordinates and save the old cordinates to the diffuse texture. So what we need is to: Code in a thing in the game so the lightmaps and diffuse texture use different uvw "channels". If this not allready is what the engine do? *Im not a coder and dont know these things* well if this is fixed there is no problem using the max render to lightmap option. Also finded that if this works then we can use the lightning overide "Radiosity* lightmaps... "will make a lot of more work but make better and more good looking lightmaps" /yule