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The MP level system is funny, since it feels like an evolution of the Build engine system, with convex polygonal 'rooms' and hand-defined portals to separate them. Interesting that the portalization affected the radiosity as well, one would figure they'd just group all the geo together for lighting

I also wonder how exactly the uniformness is calculated. Do they have a separate texture to store some extra data, or is it just calculated on the fly by extrapolating several pixels? I should tear into the renderer code again to see how it works in practice