I have been experimenting using the global -shade -shadeangle 180 switches with q3map2.3.33. I am trying to build beautiful outdoor maps with very high performance by using simple vertex edited brushes and phong shading as an alternative to terrain. My first results are encouraging. Here is a screenie of ut_twinlakesv2 done with no terrain entity or shader. The ground is textured with a simple snow texture, the same as was used for the terrain shader. It looks a bit “shallow” shall we say, in the texture itself…but I think that is a result of the sharp, unmanipulated texture. Shadows fall nicely from the trees and players throw dynamic shadows on the snow. All the normal pains of terrain, such as surface sounds being a problem, etc, are gone.

an early example shows the effectiveness of phong shading in comparison to the same subject without phong.


The final screenshot shows a simple box with vertex edited brushes and phong shading, using a better lighting setup.

So, the question is…does anyone have any more great ideas to make phong shaded, vertex edited brushes even more like terrain in the good ways? Thanks to Ydnar for the wonderful Christmas present! It works far better than I had ever expected it would!

