| Author | Argh | 
	
		| Date | 11 June 2009 | 
Check this out… I figured out a fast way to do bloom-like map highlights- feature highlight lighting that actually reaches true whitepoints with OpenGL lighting.
It's really easy, too.
-  Make yer heightmap (duh). 
-  Make yer texturemap via L3DT / WorldMachine. Do not render any lighting at this time. 
-  Take yer heightmap into L3DT Pro, render a lightmap at 8X. 
-  Export said lightmap as a  JPG-  to Photoshop. 
-  Shrink the lightmap the few pixels it takes to get it the same as the texturemap. 
-  Open the texturemap, and put the texture layer over the rendered lightmap. 
-  Turn on Hard Light or Overlay as the texture layer's blend setting. They produce different effects, in terms of final saturation- Overlay is more “physically correct”, but Hard Light can produce a more dramatic look. 
-  Adjust the contrast and brightness of the lightmap layer, using Curves, until you hit what feels right, in terms of brightness on hill edges facing your sun angle, etc. 
-  Compile yer map. 
-  Make your map's lighting angle the same as your rendered lighting angle in L3DT. 
Voila. Bright highlights on everything. Best part is that if you want to do paint-over or details or cleanup or metal-sports or whatever… you can do that on that texture layer, without screwing up the lighting 