Thanks for comments
At first glance this may not appear to much of an update, but if compared to screenshots above I am sure it will be noticed that I have tightened up the textures and improved the lighting in scene.
It was mentioned that using full ambience levels to show baked texures would mean no lighting would affect enemies and weapons in-game,I took a look at fixing this and came up with the idea of using shader to make entities and segments full bright.
Using illuminationmap.fx shader and a full white illumination map then lowering the ambience to around 4 achieved this perfectly allowing lighting to work on weapons and characters effectively.
This means I can still avoid using lightmapping for builds so dont need to worry so much about the system memory cap, I also get very little performance hit and have blazing fps speed in game.leaving a lot of room for more entities and characters.
A nice side effect is using dynamic lights which to me have a much more subtle and appealing appearance, the usual limit for dynamic lights which appear in game is around 6-8 dynamic in view at one time (it gets noticed tha they turn on/off depending on player distance), the scene is unaffected by lighting due to the full bright textures so its unnoticable.
The attic is almost finished and has various rooms, hallway, and the main areas above.
The next major thing I need to look at is DarkAI for pathfinding on characters.