Tried the experimental dirtmapping (ambient occlusion) feature of Tyrann’s compilers. I wasn’t so sure this would work well with Quake’s dark textures, but I think I’m convinced now. Perhaps it’s also the hi-res textures that make it “pop” like this. Plus the fact that this map is a thankful test object because of the relatively high amount of brush detail. Having the floor here be a func_detail also solved some lighting issues compared to the release version.
Looks like AO should to me. Nice. It deepens the creepy atmosphere of the Quake world.
I don’t know exactly what makes this nice lava glow look so good, but I’ll take it! (OK, I suspect the hi-res textures do a large part to avoid the colour clamping that Quake does, and MH’s engine has some light shenanigans that I don’t quite remember the details of.)
The AO adds subtle lighting detail to the floor grates, the wall details and the grapple point in the ceiling.
The screenshots are not brightened or otherwise photoshopped, they’re dumped straight from the engine and converted to JPG. This is how it looks in game.
It’s quite likeable. Someone recompile vanilla Quake with this.