I just read through the UE3 radiosity thread, and found it hilarious that only the first page or so dealt with UE3. The rest was a debate about where Doom3 uses a unified lighting model or not, with our good friend Scali picking at technicalities in order to play down Doom3's technical achievement, for whatever reason, and T2k taking the opportunity to once again prove to us that as a Half-Life 2 fan, he feels intimidated by Doom3.
Now, I hope to clear this up with everyone's help.
Scali, the fan and grate lights are light shaders and not lightmaps. I think it's important to demarcate because a light shader is essentially a mapped obstruction of a real-time light, while lightmaps are mapped lights, period. I am also confused as to how a decision on behalf of the artists can possibly qualify as representative of engine features. Light grates, floor grates and fan shadows can easily cast stencil shadows if you give them a little geometry so the engine knows where the object's boundaries are. Instead of doing this, Tim Willits and co. used simple shaders for the fan's (for example) actual entity, threw a projected light in front of it, and applied the appropriate shader to the light. This not only made the Doom3 campaign look better at times, but saved on net stencil calculations in particular scenes (the magnitude being tenfold with respect to light grates, such as the one that covers the entire room after the crane-and-toxic-barrels 'problem'). If I empathise with respect to level designers, I find that's a pretty good move.
It is entirely possible to recreate Doom3 with no lighting optimizations (not hacks) such as this whatsoever.
As for the odd mention of Doom3's engine not being 'anything special', I challenge someone to show me a fully-functional engine that's robust enough to be sold on a commercial market which equals or outdoes Doom3 and at the same frame rate. No one mention FarCry, because the lighting model pales in comparison to Doom3 when you run indoors, and I feel what was seen of Doom3 outdoors was more amazing than what we've seen from FarCry in the way it gave a true 3D representation of scale.
I'm a big Doom3 fan, but I don't aim to put Doom3 above the rest simply because it was that way for me, but rather aim to give credit where it's due.
Now, I hope to clear this up with everyone's help.
Scali, the fan and grate lights are light shaders and not lightmaps. I think it's important to demarcate because a light shader is essentially a mapped obstruction of a real-time light, while lightmaps are mapped lights, period. I am also confused as to how a decision on behalf of the artists can possibly qualify as representative of engine features. Light grates, floor grates and fan shadows can easily cast stencil shadows if you give them a little geometry so the engine knows where the object's boundaries are. Instead of doing this, Tim Willits and co. used simple shaders for the fan's (for example) actual entity, threw a projected light in front of it, and applied the appropriate shader to the light. This not only made the Doom3 campaign look better at times, but saved on net stencil calculations in particular scenes (the magnitude being tenfold with respect to light grates, such as the one that covers the entire room after the crane-and-toxic-barrels 'problem'). If I empathise with respect to level designers, I find that's a pretty good move.
It is entirely possible to recreate Doom3 with no lighting optimizations (not hacks) such as this whatsoever.
As for the odd mention of Doom3's engine not being 'anything special', I challenge someone to show me a fully-functional engine that's robust enough to be sold on a commercial market which equals or outdoes Doom3 and at the same frame rate. No one mention FarCry, because the lighting model pales in comparison to Doom3 when you run indoors, and I feel what was seen of Doom3 outdoors was more amazing than what we've seen from FarCry in the way it gave a true 3D representation of scale.
I'm a big Doom3 fan, but I don't aim to put Doom3 above the rest simply because it was that way for me, but rather aim to give credit where it's due.