First, thank you all for your valuable hints and for trying to help.
dendwaler wrote:Yes, but did you actually use it?
I think the texture is not of importance because you use "multiply settings" ,
I didn't in the first place, but then I did to check it - and the textures of surrounding objects were mapped onto the object then. Even in URU. So it seems just setting multiply does not remove color information from the lightmap. E.g. multiplying "green" (gras) with a grey value results in a darker grey, but still green.
dendwaler wrote:It is also possible to use only the sun as a lamp in outside environments . But often the lightmap will turn out to be to dark if you do so.
I found a little trick to get this better without adding lamps.
Before you press "bake", go to the shader menu (F5)
Turn on the "VCol Light" button in the material settings.
The chosen Colour value will be added to lightmap. You give it a "bias" value in this way
If you chose black it will be the same as without VCol light pressed. (0 is added)
With Gray the bake result will be lighter (0.5 is added)
With White it will be "overexposed" (1 is added.)
After baking the lightmap turm off your VCol Light again.
That was a good tip, thanks.
I mostly use additional hemi-type lamps to give it a bias, with property "page_num" set to a high (and unused) value (e.g. 12345) so it does not get exported to URU.
By the way, if the baking comes out too dark: Remember that the "Reflection" setting of the object's material (Shaders->Ref.) is taken into account as well when the lightmap is generated. If this value is 0, the lightmap will always come out black. Better set this to 1.0 always.
Jojon wrote:Do you want the shading and the drop shadows, or only the shadows?
Shading and drop shadows.
Jojon wrote:Any transpiracy/reflectivity in your materials, that might affect the outcome, perhaps?
I assume you mean transparency? I have no idea how this does affect the outcome. So I just left those values to their defaults to be sure.
As for the Reflectivity thing: Yes, this DOES affect the outcome - I've set this to 1.0. See comment above.
Now, finally: I've figured out what was wrong.Oh my dear; you won't believe it.It was ... a Camera Region! I did not believe it in the first place, so I checked twice. It's true.
I mean, it's only a region; added via the PyPRP scripts, drawtype set to wire, no material.
Removing it, or restricting its renderability in the outliner did help - suddenly the object was lit by the sun again, and creating the lightmap worked as expected.
To be honest, I must admit that I moved the Region from Layer 2 to 1 in the past (when I did not understand
why it's added there). Now I see, hehe.
The strange thing is that this region did not affect suns which don't cast shadows, or hemi lamps - just my special "main" sun. And the sun's "cast Shadows on same Layer only" button is still not checked now, so I'm surprised the layer is taken into account at all - but, well, that's Blender.
As a final conclusion:
If you're using regions, always be sure to set its renderability in the outliner to "restrict" (uncheck the render icon, that is). 