I'd have to dig around for that. I haven't used lightmap maker for a while. It gives good results, but you have to retexture everything - and it's a bit of a pain. I do it all in Blender now, but it's still a pain! But at least I only have to set up the textures once...
Anyway, there are a couple ways to approach this:
1. Grouping faces or objects together, you create a baked texture that includes the lighting of the scene. You apply this texture to the faces/objects.
2. Create two models: 1 with the regular textures, and another with only the light mapping. You then overlap the models and Dark ghost the light mapped model
3. You have a single model and you set up 2 UV sets: 1 with the regular textures, and 1 with the light mapping. You swap the UV sets and render each triangle twice with the different texturing (layered texturing) with alpha.
For single objects, nothing too intricate, number 1 should do in most cases. Here is an example of a tub.
It uses 2 layered textures - the blood, and a white, slightly bump mapped texture. Then lights are placed around, and then a final texture is baked representing the layered textures and the lighting. What makes this work is carefully unwrapping the UVs. None can overlap. That means using UV's greater than 1 to repeat the pattern won't work.
If you are doing an interior environment or something more complicated, then a good method is number 2. Are you still using AC3D ? If so, then I think you'll want to use the
render to texture plugin. From what I read, this is texture baking which can be used for lightmapping.
What you would do is:
1. Create your model of the building or environment.
2. Texture it the way you want
3. Save it
4. Using the EXACT same model; there can be no differences in the faces or vertices, remove all of the texture and material information.
5. Set up your lights however they are supposed to look in the scene so that the appropriate shadows and highlights appear on your model.
6. Unwrap the model's UVs so that no UVs overlap. This is very important. This UV map doesn't have to have anything to do with the original textured version. This is it's own thing for the sake of lightmapping.
7. Render the object to a texture using the UVs.
8. Apply the materail with this new texture to the model.
9. Save this as a lightmapped version of your environment.
In DB, load both models. Set the light mapped model to dark ghosting. Turn the collision off for the light mapped model. That should do it.
I don't know AC3D, but this is a generic process that should work with any 3d app that can create a texture from UVs and lighting.
Method 3, you'd have to be able to get into the rendering detail/loop. It ultimately ends up like method 2, it just does it in the rendering process triangle by triangle. This can be a super detailed method for allowing things like LOD control over bump mapping or texture blending on a per triangle basis. I don't know if DBPro allows for that kind of control.
Enjoy your day.