It's simple and looks good, tho it's time consuming.
The technique is called "shadow baking", the process is straight forward once you get used to it. And results are good looking ray traced shadows that speed up compile times and improve performance.
-notrace switch is essential, cause you need to set up lights in radiant so textures can be seen (duh) and of course so _n and _b maps can work.
*Note:
- This technique should be used on places where you want extreme details on shadows (if you don't feel like building the entire map out of models).
Or, if you plan to build the entire map out of models, you will need a layout first. Build the basic geometry first, unwrap it of course, and then add details. After that the fun part comes, unwrapping, rendering UV maps, lightmaps, texturing, rendering _n and _b maps, putting it all back together in max, and then deciding which parts you want to export together and which individually for maximum control in radiant.
It's a lot of work, but if you plan to build maps for UrT HD get used to working in a 3D modeling software more than in radiant. And keep an eye out on any piece of software that can help you in mapping.
http://historicgt.8.forumer.com/a/textu ... t1147.html