Yeah that's usually what I do, but if you can take the extra few minutes for an important wall to remove as many seems as possible... makes it look a bit better... also optimizes lightmap usage...
Printable View
Yeah I just did a flatten mapping on the 2nd channel for all the meshes. Looks decent.
Your cubemap is set up incorrectly. There shouldn't be any visible seems in the view of the collective images. Should be more like this:
http://img200.imageshack.us/img200/4574/cubeut3.png
Yea, usually for mine I'll either just not tile any textures (on a static) so I can use my primary UV set, or if there's overlapping UVs I'll just run a Layout UVs and that'll lay everything out so there's no overlapping stuff... doesn't work so well with tiling textures and such though.
Actually for Chimpire I'm going to be using this guy:
http://www.youtube.com/watch?v=QaMVg4vJDFA&fmt=22
So I'll be avoiding Unreal lighting for most things... mixing in pre-computed GI lightmaps into the shaders themselves. The only thing that'll affect lighting outside of the lightmaps are like -- dynamic lights on characters. A good substitute for the elusive Unreal Lightmass.
Still have to deal with the terrible material-lookup lag... but the textures can be much more simple with the massive lighting detail... also can script lightmap swapping if say -- someone turns on a lightswitch or something.
Setting up different shaders for each object just for lightmaps?
D:
That lighting method looks nice but complex. I'm still learning the engine.
I had to guess with the order, and my bitmaps are named forward back front left right etc so I can't really help you there. Tbh it looks like your top and bottom bitmaps arent rotated correctly or something. trying to fix it would really be trial and error.