@poopipe that is very cool. The OpenGL docs say that you would use the values of the W texture coordinates (as in, UVW) per vertex to control what texture from the array to use. Say, W = 0.0 uses the first texture on that vertex, W = 3.0 uses the fourth texture and so on.
Make sure you deselect everything first before running "select overlapping". If you don't, I think it only checks what you have selected for overlapping polygons. Since you're using max you don't have to offset them, 3dsmax has uvW, where other editors are just U(vertical) and V(horizontal), 3dsMax has W(depth). Which…
Check how it looks when materials are applied, and it’s put in a scene with lighting and camera angle. Many of these tiny issues become essentially invisible, in situ. But yes, triangles and ngons are ok, as long as they don’t adversely affect the shading. Usually fine on flatter areas.
What you've got now w/ the light and shadow map is pretty much an AO map, or so it looks. Try baking out w/ a 'Complete Map' w/ your current light setup. You should exactly what you see in your scene but on your texture map. Good luck. -Tyler
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It's worth knowing that max has a W coordinate for uvs. Some operations such as peel can have an effect in the w axis and cause funny looking results from later operations If weird shit happens, switch to uw view and flatten enything off in W
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Huh, never thought to move on W. I always just move on U or V and leave the chunks out there, they map fine that way. But W... so I guess it only bakes between 0 and .999 ? Seems counterintuitive to me, never had a baking problem with various W values.