Nice shots. They demonstrate what q3map_skyLight does very well. Cheers!
I’m in the process of adding some new features for sun/sky lighting that will fix up the last remaining problems I have with them, including per-shader lightmap filter radius settings for both self and other (other being per light stuff), and a _filter key for light entities that would do the same thing as other:
q3map_lightmapFilterRadius <self> <other>
Both will default to 0, and will override the -filter switch.
This will enable mappers to fine tune their lighting/filtering setup on a per-light or per-surface basis to eliminate the occasional lighting seams that come with global use of the -filter switch.
The benefit of large-radius filtering on sky lights would be a decent approximation of the penumbra/half-shadows from natural sky light.
I’m also looking into doing proper umbra/penumbra simulation for sun lights via jittering the sun about 1 or 2 degrees. I was inspired by the (devine) screenshots of STALKER. Notice how its shadows get more out of focus the further from the occluder they are.
Also on tap:
- manual vis entities, somewhat like how MOHAA has
- automatic hinting
And if I get around to fixing them:
- finishing my new T-junction code (currently disabled because of bugs)
- fixing the fatal crash bug (and re-enabling) vertex-cache aware triangle/vertex reordering (was originally coded for ET but left unfinished due to timelack)
y