well, 20 bucks says that that post was just me trying to come up with a reason why my dumbass cant get the lighting to satisfy me.
But the one thing that does bother me is the lighting passes on each surface. If I want to make a room with soft lighting, non pitch black shadows, I need to have two lights (correct me if I'm wrong). One that casts shadows, and a dimmer one that does not. Only problem with this is that now every surface in that room has two lighting passes on it (except a few, depending on the map). If I want to add more detailed lighting, I'm approaching three to four, and maybe even five lighting passes on a surface. In a big area such as the large room, my frame rate dropped to mad, and I'm on a 3 gig with a 9800xt, and in terms of playability, I'm gonna want people on low end systems to play this with great framerates.
Granted, I can counter this by splitting the brushes and texturing them so they do not repeat so the engine does not break them up, so that is not the largest issue.
I know that doom3 was made for a dark, scary, sci-fi enviornment. But even those scenarios have shadows that have an umbra and a penumbra. That is probably what is bothering me the most. Granted, if used the the right context, such as doom3 and im sure quake 4, it can look extremely well. Maybe its just that I cannot seem to find a threshold in my room that can get that kind of a look. Perhaps I'm just missing something in the lighting options (i thought maybe fallout would add a nice soft shadow, but that does not seem to be doing anything to my lights) that could make a soft shadow. And if not, then I can understand why there are no soft shadows. I think, and correct me if I am wrong, that because the engine is pure dynamic lighting, the processing required to make soft shadows would be too great to blend well with the rest of the rendering that needs to be done.
I also am missing the texture light feature, but I understand the ways to get around that and make textures look as though they support the feature.
Maybe, KungFu, you could give me some pointers or help me see what I'm missing when it comes to the doom 3 engine, because I know you are working with it right now. Actually now that I write out what I think is a limitation on the engine, I know am seeing that its not really that big of a list of limitations. I guess its more just wishful thinking. Doom 3 is a really powerful engine, dont get me wrong, it just seems that with so much emphasis on the lighting passes, It seems to me that the creation of a very large outdoor map with multiple light sources (perhaps a map that takes place in a city street at dusk, so you still have the hint of red sunlight, but the street lights and surrounding shop lights are still on) is near impossible.
Granted Doom3 was not designed for this purpose, and I completely respect that. Just seems that the idea for expansion into a different mode of storytelling seems a bit limited.
Sorry for the long post. I'm sure some of you are sleeping right now.