Odd thing that I came across in some experimentation with maps lit entirely with Dynamic Lights. When you have a dynamic light shining on geometry that was made to look rounded in some way, the effect is broken by the way dynamic lights are applied across the surface. This ends up looking even worse if you're using PBR materials.
Basically, this means you can't effectively use things like triangular sectors or rounded walls too close to a stark light source, as the light source will create sharp shadows which ruin the rounding effect.
I have no idea how to go about implementing this, but if someone wanted to take a whack at it, here's a (Doom2) WAD I made which would make it all stick out.
https://drive.google.com/file/d/1P_3K8q ... sp=sharing
Edit:
Phantombeta suggested "add a way for modders to specify smoothing groups and such" which would be a good fix for anyone making maps right now. It might be the best thing to do. (in fact, if I had a choice, it'd be my preference)
Another one would be some way to detect when two connected surfaces have the same texture and somehow specify a "max delta" under which they end up blended. This would work for maps which didn't/don't implement it, but wouldn't have the same level of control for mappers who are building around dynamically-lit areas.
Edit:
Stumbled upon requests from a couple years ago: viewtopic.php?f=15&t=64163
viewtopic.php?f=15&t=61259
Odd thing that I came across in some experimentation with maps lit entirely with Dynamic Lights. When you have a dynamic light shining on geometry that was made to look rounded in some way, the effect is broken by the way dynamic lights are applied across the surface. This ends up looking even worse if you're using PBR materials.
Basically, this means you can't effectively use things like triangular sectors or rounded walls too close to a stark light source, as the light source will create sharp shadows which ruin the rounding effect.
[imgur]https://imgur.com/UB8Nm9O[/imgur]
[imgur]https://imgur.com/A1StwjF[/imgur]
I have no idea how to go about implementing this, but if someone wanted to take a whack at it, here's a (Doom2) WAD I made which would make it all stick out.
[url]https://drive.google.com/file/d/1P_3K8qntMtKSX6BBP4g8tmIuW3jT3VGv/view?usp=sharing[/url]
[b]Edit:[/b]
Phantombeta suggested "add a way for modders to specify smoothing groups and such" which would be a good fix for anyone making maps right now. It might be the best thing to do. (in fact, if I had a choice, it'd be my preference)
Another one would be some way to detect when two connected surfaces have the same texture and somehow specify a "max delta" under which they end up blended. This would work for maps which didn't/don't implement it, but wouldn't have the same level of control for mappers who are building around dynamically-lit areas.
[b]Edit:[/b]
Stumbled upon requests from a couple years ago: viewtopic.php?f=15&t=64163
viewtopic.php?f=15&t=61259