About the lightmapping, I have found that, whether it be quick lightmapping or full lightmapping, the quality are the same regardless of which ever option you choose, just that it takes more time to load a game using full lightmapping.
@Madcow, the black area below those scifi gantries cannot be corrected as they always have been there (unless Bugsy decides to retexture it).
@Bugsy, do you have any technique on making large scale buildings which are about 10 floors in actual height and are low poly? I am trying to make a cityscape (like a half decent remake of the 1st mission in MW3, or was it the second?). The buildings need to look actual in their placement and height (I can make some for myself), but, since I don't live in America and have never seen a building beyond 21 floors (or 22 floors, which one I forgot) I don't quite have the knowledge of making one. And I usually use SketchUp, but it's texturing is very bad. So, any suggestion on this?
For your reference an image has been attached.
Oh! I almost forgot!
The design looks good, but the design of Kshatriya Prologue seems to be much better on the interior (the exterior design looks better in this one).
Hope to have an above an hour FPSC experience. LOL!
Do you have any riggs from where I can borrow the skeleton (I have forgotten your post where you posted the new animations in a .bip file exemplifying a terrorist and I am too lazy too search for it)?