by mh » Sun Jul 22, 2012 2:01 pm
There's a more general solution behind all of this. Take dlights, occluding world geometry, shadows, even the moving brush model stuff, and you begin to realise that you're actually nipping around the edges of real-time lighting and shadowing.
Current approaches to Quake (such as the "fix" in Baker's OP) focus on "make it look good with this type of geometry, in these type of conditions, but everything else still looks crap, and all you need to do is move another different type of model in and you break the spell". It's building up an architecture where every case is a special case and needs it's own handling that doesn't gel with anything else. That's where the inconsistency comes in and consistent-but-slightly-crap will beat one-thing-looks-really-good-but-everything-else-looks-out-of-place any day of the week.
You can take this even further and look at the stencil shadows in Doom 3. The normal reaction is something like "oooh, ahhh, stencil shadows, awesome", but take a closer look at how they fit into the world and you'll see one bunch of shadows with hard edges, another bunch (from the light projection/falloff) with soft edges and it just jars really bad. In many scenes Doom 3 actually looks better with stencil shadows turned off.
You can put a lot of effort into fixing up one particular occurrance of something in one map, then move to another map where the same thing happens but with different geometry and different models in different places and it's "holy fuck, this looks even worse than before". Sometimes you just have to accept that a problem isn't worth fixing without major architectural overhaul.