The good news: I've managed to make a huge variety of custom models for this mod that are not only higher in texture quality but are slightly lower-poly so that levels can be both more expansive and more detailed with little to no lag at all (as large as about four times the size of a normal Amnesia map). I've also improved the lighting for this mod so that every light casts shadows in a 360 angle. This project has also gained a sound designer.
The bad news: I've tried for several months now, but exporting monster animations from Blender3D into Amnesia has been a failure. I've gone to multiple sources for advice and help, but nothing has worked. The only option I have left is to get help from someone who has Maya3D who'd be willing to animate monsters for this project. Modeling in Blender3D is no longer an issue; just the animations.
Anyway, help for this mod in any way would still be greatly appreciated as it's a very ambitious and time consuming project. Feel free to contact me if you're interested; thank you.
How DID you manage to make all the lights 360-degree shadow casters anyhow? HPL hasn't had anything like that since the days of Penumbra, outside of faking it with six spotlights.
I made a simple white square .dds for the gobo and did the trick by placing six spotlights together in a cube shape and setting the FOV to ninety degrees. Unfortunately it shows a little the closer the lights are placed to a wall or ceiling and occasionally you can see a slightly bright line where the spotlights border each other but it hardly happens and its easy to work around.