i am very interested in the (now not so) new gl2 renderer - at least in doing a demonstration map with homebrewed textures, utilising all features available (bump/specular/parallax - are there any more?).
At best i will start doing a 10th aniversary revival of “Chili Quake XXL” (a graphics mod for Q3A).
I love you initiative, and I really look forward to see the result !
as for your questions :
no
yes, the deluxe setting is definitely obligatory in order to have the normalmaps behave correctly. For other settings, use you usual final compilation settings, and do a lot of testing we are lucky to have better computers that 15 years ago, compiling is now quite fast !
I think those limits didn’t change. For map objects, there are workarounds to avoid the .md3 format limits, for example using the .ase format (but I don’t know if there are working exporters for blender atm).
the .iqm model format is supported, but I recommend using it for interactive models more than map objects. That format has cool features, but ioQ3 lacks some easy interaction functions atm.
Realtime shadows : Not really : the only realtime shadows available at the moment are sun shadows.
r_smp is a variable for enabling multiprocessor support.
I think the original Idtech3 had it because ID worked on a SiliconGraphics multiprocessor workstation back in the day.
The engine had it’s problems with multicore altough.
Curious thing is, i just tried enabling it for fun and it worked O_O
A very unexpectet result, yet a very welcome one.
I checked in the task manager, and the game uses up to 6 threads of my 6core-12thread cpu.
I dont know if it really brings performance benefits, but yet it’s astonishing
If you are using an ioq3 test build, r_smp does not do anything. I’m guessing the r_smp cvar was archived in your config file by an older ioq3 version or vanilla Q3. When loading the config file the r_smp cvar would be created. Run unset r_smp to remove it.
ioq3 does not directly use multi-threading at all. It’s possible some of the libraries ioq3 uses such as SDL 2, OpenGL, OpenAL, or curl do; I’m not sure.