it dont matter what engine we use be it doom 3 crytek or source no one here is ever gonna match doom 3 or any other aaa game
we just dont have the people power or the money to do it
game engine aside
indie must thing smaller abd make it fun
thats the best bet
now onto tech
i had a run aroun thread abit ago about lightin in GS
and shaders
first off gs is so far off from how current tech its scary
take note i posted this torque light pack pic
and a gs user responded with
Quote:
My models are highlighted by dynamic lights..not the sun, though I use it in certain dramatic lighting situations and would so no matter what engine I used.
lets clear this up abit first of all you only have 7 dynamic lights + sun
so you are sunk right there
on top of that your static meshs wont cast a shadow map
you have 2 choice
1: use standard dynamic
2: use stencil
your done already
lets go over it i want to make a complex railin system that will cast a shadow
based on over head lights lets say this rail system is much to complex for bsp
so we will use model at this point with gs your stuck with stencil or no shadow at all
the other alternative is to build a rail system that sort of matches the model
out of bsp then flag it too none
so it will cast a shadow
whack design at best
paying for next version of gs
finaces there r&d plain and simple
3dgs engine will always be king and hold crown of ease of use
but it will always be way behind and limited
it dont work both ways