SCREENSHOTS
Real-Time shadows allow for alot of eye candy as you play through ID1, many of which are hard to show in screenshots, its a real-time world, so it's best experienced in real-time. However, I have put together some screenshots showing a few of the advantages that .rtlights enable.
Self Shadowing/Stencil Shadows - Stencil shadows are cast dynamically on all models in the game with .rtlights, so as the models move the shadows will adjust to where the light is located, this also allows self shadowing where the monsters and players can cast shadows on themselves, this feature isn't even in Doom3 by default.


Colored Lighting - although .lits have been around forever allowing colored lighting in Quake .rtlights add alot more range in what colors can be used, fullbright and high range lighting can be used to add to the look and feel, something .lits can't do. Originally my .rtlights were very colorful, they still contain alot of color, but it has been toned down alot since my first .rtlights, it better preserves the look of the original Quake. There are still colored lights, but its not (as Cheapy would put it) "technicolor".

Hi Res Shadows - Stencil shadows allow for alot more detail in world shadows, even the static ones, even the highest res lightmap couldn't squeeze in the detail that .rtlights can, I'll be the first to admit, there isnt alot of mind boggling brush work in Quake, however, it still shows even in low polygon environments.

Dynamic Shadows - This is exceptionally difficult to show in a screenshot, however what it means it that the world shadows (even those cast of brushwork) are dynamic, so if the brush moves, the shadows move, I try to give a good example using e4m7 but the best way to experience this is by running through the game in real-time.
