Ok, the lightmap + specular plan went down the drain.. Unity does support a specific format of lightmap that allows specular highlights, "directional lightmaps" neat stuff. But it means using their default shaders which uses the most basic specular setup and it looks awful... Since I have never taken the time to properly learn HLSL and the plugin I use to setup my shaders doesn't support Unity's lightmaps I am out of a solution for the automatic lightmaps. Which is too bad.
So I started creating a lightmap by hand with a shader that handles it properly. Good thing it is a small model, and many parts are repeated, because creating lightmaps manually is pain in the butt.. >_>
Aloys wrote: I'll have to look at realMyst again to see how they copped with this.
realMyst won't run anymore on my current computer.
I tried the compatibility modes, running as an admin, no dice. It could also be a 'customized' install with experimental modifications, but I don't have my original CD around to make a clean install...
Ha well.