Vertex LitLightmappedSame map, r_vertexlight enabled and disabled without moving the camera or doing anything else.
And no, your eyes aren't lying, there's Q3A-scaled normalmaps applied to most of those textures before the lighting is calculated, and a rudimentary shine-mapping applied to everything there. Mostly thought I'd post these first 'test renders' to check if people think I should build a full map with this texture set? And I haven't added any
non-linear blending to that map yet, so consider that effectively a 'rough cut' by my standards. It's just showing the raw texturing. :-)
For those curious, the texture set is HFX's Evil-X originally posted for Doom3, full resolution still except for the normalmaps so mostly 512x512 diffuse+specularity+normalmaps that I went through and downscaled everything to 128x128 normalmaps and tested them all so I could throw out the ones that were too detailed to show in Q3A-resolution lighting. I still need to make extra shinemaps for the different materials, right now concrete has the same 'glint' as rusted and scraped metal, I'm going to try to tweak the shinemaps from some photo-references to make them look better on each material type in the texture set, since it's basically free to have multiple 64x64 shinemaps.