awesome screenshots, WarrenM! Glad to see it working :)
Anything else we can pilfer from the Quake3 tools? :P
heh, that's what I was thinking.. Looks like the most interesting thing is the proper radiosity, but i'd guess that would be harder to copy.
btw here's a neat post in the discussion thread from when this was added to q3map2:
During production of Star Wars: Episode II, ILM didn't have time to render a real radiosity pass for every frame of CG they needed. Where they could get away with it, they used a key/fill/highlight setup, an additional "bounce" light to approximate the predominant color of whatever the radiosity light would be for a given scene, and used an Ambient Occlusion pass to sell the whole effect as true radiosity. You know the old mantra of CG: the look is all that counts.
Since we have real radiosity with Q3Map2, and we have time to impliment it when we compile our maps, we don't really need to use AO to simulate GI. AO does have another effect, though, in that if you add a little noise to the AO pass and multiply it on top of an already-affected-by-radiosity lightmap, a given surface will be made to look "dirty" or "grimy." Like a statue that is tough to clean and is very old or something. link