Here you can see how Crystal Space is used to show Doom3 style graphics and lighting techniques. Stencil shadows are used in combination with lightmaps calculated in 3dsMax. Lots of other shader usage too in this shot.
The techniques used for generating this shot are not yet available in standard Crystal Space at the moment. We're currently working on a new lighting system to make this kind of feature standard. Consider it a preview of things to come. On this page: http://www.crystalspace3d.org/tikiwiki/tik...ghting+overhaul you can find more detailed information on the plans we have in this area. At this moment we're busy making a new lightmap system that is radiosity based and will work a lot better (less visual problems and usable on more types of objects) then the current system. The screenshot you see here basically uses the same technique but uses 3dsMax to generate the lightmaps. Once that is done we will start working on generalized techniques to mix lightmaps with dynamic stencil based shadows.