This is a page about the Ballistic Unity Tools.
This page covers the topic of how to bake lighting into your track for the game. Vertex Lightmapper is a custom written library for baking lighting and the version built into BallisticNG is a specialized version. If you would like to use this lightmapper for general purposes, you can purchase it for cheap here.
Scene Setup Edit
Lights work exactly like they do in Unity, nothing here changes so there isn't much to talk about. Create lights and those lights will be used for lighting your scene.
Light Sponges Edit
Light sponges are lights that absorb ambient and directional lights, attach the light sponge script to any object to create a new light sponge.
Ambient Light Edit
Ambient light is handled through Unity's lighting window (Window -> Lighting on Unity's menu bar). Make sure you set diffuse lighting source to color and them adjust the Ambient Color field to set the ambient light.
Baking the lighting is as simple as clicking a button. Go to BallisticNG - Vertex Lightmapper on Unity's menu bar then click bake on the window that pops up. A progress bar will pop up showing you how far through the baking it is, once done this progress bar will close.
Lightmapping Options Edit
Lightmapping options is a script that can be attached to any object which controls how the lightmapper acts on a per-object basis.
Ignore Lightmapper - This object will not be affected by lightmapping.
Allow Directional Shadows - BallisticNG usually bakes directional light shadows up, if this is ticked then directional lights can cast shadows in the direction they are facing.
Cast Shadows - If ticked then this object can cast shadows onto other objects. Disable this for your skydome!
Recieve Shadows - If ticked then this object can recieve shadows from other objects.