Another UE2 game with better lighting that many early UE3 games: SWAT 4
It's clearly an AA title on a bit of a budget so there are rough spots and character models are a mess of inexperienced use of normal maps but the fact that it's got a better baked lighting solution (and better bloom, too!) than so many UE3 titles tears at my skull, man. I realize it's probably not using lightmaps generated within stock UE2, and there's clearly some custom work that went into the game's renderer, unless UE2 or 2.5 natively supported normal maps at some point (I don't remember), but it's still a striking difference next to that first couple of years with UE3
It's easy to overlook how much of a mess UE3 was when it first got into developers' hands, and if Denis Dyack wasn't such an insufferable POS he probably could've engendered way more sympathy for SK's side of the whole UE3 lawsuit, but beyond that is there any good reason devs weren't just baking their lightmaps third party for early UE3 development?
It's clearly an AA title on a bit of a budget so there are rough spots and character models are a mess of inexperienced use of normal maps but the fact that it's got a better baked lighting solution (and better bloom, too!) than so many UE3 titles tears at my skull, man. I realize it's probably not using lightmaps generated within stock UE2, and there's clearly some custom work that went into the game's renderer, unless UE2 or 2.5 natively supported normal maps at some point (I don't remember), but it's still a striking difference next to that first couple of years with UE3
It's easy to overlook how much of a mess UE3 was when it first got into developers' hands, and if Denis Dyack wasn't such an insufferable POS he probably could've engendered way more sympathy for SK's side of the whole UE3 lawsuit, but beyond that is there any good reason devs weren't just baking their lightmaps third party for early UE3 development?