It has been a long and hard way to get to this @ Ron Kapaun , even that long I'm afraid to switch to a different engine sometimes
The main point to get things out of T3D is to first get to know its weak spots and try to work around it or do it completely different. I found at some point always a solution for T3D's shortcomings. It's strange to say, but the weakness of T3D is also its strength (sounds like a cliché
) The success of the game isn't about graphics; that's what we all know, right? Surely graphics are helpful to get that crowd funding campaign bringing some $ though. To make a success out of T3D you have to let it be that it's not a top notch engine.
I'm sorry I'm always that busy to not be able to write more resources, tips & tricks. The most things I learned are pretty generic though; you can find it all over the internet. and really; my graphics aren't that top notch. There's so much more to learn to get in level with the specialists on the market; but while also utterly busy with the audio, scripting, animation, GUI, story telling, documentation, marketing & crowd funding campaigns (very lucky to have @ Timmy on board to keep the engine running & evolving
) is that pretty hard to achieve; and frankly not so good for ones health sometimes
To come back to the topic
; If the editing of normals is too hard and waiting for a new shader or engine is not an option, you can turn on the sub surface property in your material editor rollout ( Material Editor > Material Properties > Lighting Properties > Sub Surface
). Note that this will look OK with daylight levels and if you want to use this in combination with night time you might need to script this property to switch off.