This is one of the most refreshing maps I've played in many years. There are so many dark, industrial levels. And I'm not saying that's necessarily a bad thing, but a theme like this is like a cool breeze on your face on a hot summer day.
Actually this is how I've always imagined in next UT's - Clean and (possibly) bright levels themes, good for the competitive crowd, and brain. ... None of the retail DM maps are keeper for me
Except when glass is shattering all over the map and blood is smeared on all those pristine white walls and floorsvery clean ...
Seems like you're multiplying in the pre-calculated lighting to the shaders themselves. It seems like from the shader you're taking care of the specularity by a cubemap too.
Probably a pain in the arse to get it running
it seems like from the shader you're taking care of the specularity by a cubemap too.
but lets face it, your results are great.
I'll be honest with you, I wouldn't have attempted this method because I'd figure the materials lookup time would kill me and the performance hit of doing (the albeit simpler) calculations in Kismet (technically Materials Editor) versus native coded rendering engines would defecate on my withered remains.
Seeing your framerate I know it works though. Unless Lightmass comes through soon I might just ignore lighting in UT3 and do my lighting in Mental Ray. ((AFTER Skyhook 1.1 of course... that one's WAY TOO far in the pipe to kick it back to square one for lighting))
Good luck with your entry in MSU (though I'm pretty sure it will at least win Best Graphics in a Map if only on cool++ points... or ++cool if you're a C programmer... for the external application alone.)