Tweaked the overall light settings in the compiler. My previous settings were a little too bright and happy (because I had been experimenting.) I think this is at least in the ballpark now. I’m having different colours associated with different light sources, too (they’re so close together in this image because it’s a testmap.)
It’s really time for viewmodels. I guess I should put one in there for screenshots at least.
I’ve also had sucess importing a 2500 poly building asset into one of my testmaps. This kinda proves that doing a lot of stuff in Blender is viable. There are some associated compiler eccentricies regarding lighting though. The asset seemed to get lightmapped despite ordering vertex lighting (ie not having the lightmap spawnflag set.) I need to verify if those are bugs. It cost me hours to find out what the compiler was actually doing and how to sort of circumvent it. This kind of stuff proves that Quake 3 tech isn’t really production ready for making (outdoor) single player games IMO. It’s not that the engine can’t do it – it’s more the associated tools and formats. It’s not really acceptable to lose that much time hunting ghosts.
Another thing I did recently was to use Blender’s sculpt mode to “ruin” buildings. It is very effective and allows you to apply some “aging” to assets with a large brush without having to go in and tweak all the vertices.
The ruined shrine and the large temple on the other side of the water will make for a nice juxtaposition in screenshots one day.