by Jojon » Thu Feb 19, 2009 3:09 pm
Your UV sets seem to be mostly "blank" -- when I look at them in the UV/Image editor, I see a single dot. Did you import the UV coordinates with the mesh? Otherwise try to unwrap them using the "U" key, in edit mode - I am assuming you are using a parallel projection, scaled to tile a number of times -- if so; go for that when unwrapping, at least initially...
Two things one might mention:
* You can get rid of a good 5000 faces, simply by throwing away the superflous vertices along the edges, that create the unneeded cutsetion walls -- select all these and then press Ctrl-plus_sign_on_the_numeric_keypad, prior to deleting, in order to to trim the corresponingly higher_density_than_the_rest_of_the_mesh vertices at the top edges, as well and you're down to roughly 83k just there.
* There are quite a few sharp ridges and valleys, that have a higher than median density - they are also fixed in what I assume to be a pre-reduction grid and are at regular spaces convex in the valleys and concave at the ridges, causing a serrated look. This may need some attention, which would also likely further reduce polygon count. You can do it manually, or try putting parts of the mesh, that you want to survive polygon reduction, in a group, before reaching for the poly reducer script, to see what that might make of it all.
Hope any of that helps...
UPDATE:
Ok, I stayed up late and tried an export. It turns out you are using ORTO mapping -- you are going to have to use UVs, I'm afraid.
If you find your world flat looking, that is because you have made the material shadeless - untick the shadeless button, then your lamps should do their work.
I don't think you need to have your plain statics being actors.
Oh and you may find the current scale a bit off what you had in mind. :)