This is some of the most quality game-design related knowledge I’ve found on the web recently, at the On-Mirror’s-Edge forums:
It’s a tutorial about how to get stuff made in a 3D modeling suite (Max in this case) into a game (Mirror’s Edge in this case), including lightmaps created with V-Ray, a much advanced renderer. Be sure to look further down in that thread for some especially pretty pics.
The lightmap part is especially interesting, because V-Ray does stuff like colour bounce (say, a green wall texture creates a greenish tint on neighbouring walls) that can’t be done by default in most games / editors (Mirror’s Edge used Beast to create these effects).
It’s not really feasible to use V-Ray for lighting all of Scout’s Journey, but I guess there are a number of methods to fake certain effects. Colour bounce could be approximated with hand-placed point lights, I guess, especially since SJ doesn’t really have a lot of bright colours. It’s perfectly feasible to put a couple orange lights next to an orange barrel, if you get my drift. Alternatively I could always hand-edit the lightmaps, possibly marking the spots with point lights.
Does anyone have experience with this kind of stuff?
All this talk about lighting got me to do a test run of q3map2’s radiosity feature – I wanted to see if I could at least get some coloured backsplash from certain objects. To make it more interesting, I racked up the lightmap definition as well. The options used were -fast -samplesize 4 -samples 4 -bounce 4 -bouncescale 3 -dirty.
In this last shot, you can see the blue tint being bounced from the blue brush. This is nice, but I’d like to increase this effect. I might be able to tweak individual shaders to bounce more light than usual (q3map_bounceScale).
This seems about the extent of how far you can take lightmap definition and smoothness with q3map2, unless maybe I export the lightmaps and post-process them. I’m not fully using things like q3map2’s penumbra feature yet, either.
Is this the end of the flagpole?