> The first thing it needs is lightmaps. Once those work, Kamil and I > will start working on the networking code so we can have multiple > players at one time. Then we will start constructing sample mission and > adding AI opponents. Really... so let us complete everything quickly... hmm... new networking code? No engine will have better one. We should start talking about it... > So hurry with the lightmaps, kk :) Already done, everythign works well... just create a light-source object in your map (in the editor) and setup the values for ambient, diffuse color components and attenuation factors and max-distance. Then save and export and everything will work well. It works well for big maps, it works well for small maps. Yeah... and don't forget to setup the resolution ofthe lightmaps... edit the object props for the map, prop. named Llightmap DENSITY. 10 is good. 14 is something for final maps. 2 is something for debugging. The preview mode works also well now... just the old way - generate preview lightmaps. The lightmaps aren't saved, yet... and I don't know if it was also good if they would be saved. They are just preview lightmaps... fast to generate, per triangle - like in the old engine. These also have some settings. preview density: 2 is default. 4 is for later development and looks better. Minsize 4 is good and enough for any case. MaxSize 32 is a default and fast. 64 is better detail. Sizes aren't important for final lightmaps generation as they are packed into lightmap trees and the size is determined automatically by the size of the triangle list (strip, fan, list). I think I will send you an example map. PLease upload it to the web site for the map designers (to let them know how to create the light sources). -kk