As a result of following a simple cel shading tutorial over at Q3W (http://www.quake3world.com/ubb/Forum6/HTML/025875.html?), I I’ve noticed some interesting lighting differneces between the vanilla Q3 engine and SOF2’s.
Here is the reference pic supplied by the tutorial’s author at:
http://www.zackstrebeck.com/cel_tut/cel_tut.html

And here’s mine compiled using the same BSP option he specified in GTKRadiant, only for Q3 and with r_overbrightbits set to 0.

With overbrightbits set to 1, the entire scene is completely bleached out. With it set to 0, it’s close but not identical to the reference pic.
The same version of Q3map2 was used, and I think the same version of GTKRadiant, the only difference is the game. I used the map file supplied with the tut.
This leaves me perplexed. Obviously not everyone will have r_overbrightbits set to 0, since it is set to 1 in the default config.
Is there a way to disable overbright by specifying it in a shader?
Also, what accounts for the lighting differences at the same compile settings? The light values are the same.

