Major features I would look into first would be:ix-ir wrote:Castle: it would be very interesting to see someone really explore what q3map2 can do. Post some pics if you get the urge to play around with those ideas.
1. Radiosity light compile feature Ydnar added (Vastly improved lighting in every way if I recall)
2. Ability to raise lightmap density to 1 to 1 ratio (Might be viable to do something like that now...)
3. Ability to allow for Q3map2 to acknowledge if a material has a normal map on it and bake that information into the lightmaps themselves. (IMHO genius concept.. hard to get it to be truly obvious to the naked eye but it helps a lot in many ways visually )
4. Ability to force vertex lighting on surfaces that are very large and do not need to have normal/lightmap data. (Might be good if you want to have large open vistas and true size skyboxes like UT3 or Gears.)
5. Ability to import ASE models as level geometry with collision and lightmap data (This one alone is pretty big. You can change your strategy of design considerably with just the ability to place lots of models in a level.)
6. Ability to add lights that flicker or strobe into the level (pretty out there how it is done but it does work)
I imagine fully taking advantage of just those features would make it possible to do some pretty amazing things in a very old engine. I stopped using q3map2 while it was fairly young however and I imagine many more features have been added since then.
But yeah, ill let you know how well these features work if I can find some time to play with them soon.