Fact is, those old shadows weren't "soft." They were horrifyingly pixelated (1/16 the resolution on each axis, or 1/256 the total pixels,) and when OpenGL rendered them, it would sort of blur them a bit to make it look less horrifying. But in the process you lost loads of detail, and in places the pixels were still easily visible. This was one of the last pieces of graphics tech left untouched since the Quake II engine, and desperately needed an update. Now it's the same basic code, but at a higher resolution.
Last edited by MaxToTheMax; 08-24-2012 at 03:44 PM.