Of course that would be nice, though there are no applicable light sources at the moment.
The cube engine's lights are cylindrical and of theoretically infinite height. Therefore they lack the height parameter, which is needed to calculate a proper normal map.
However, even without that world light feature you're pointing at, or maybe just some dummy-entity that holds the required values (zero userfriendly-ness), we could already make use of the shadow orientation value. This is already there and can be configured per map. But, it is a global effect and has no relation to the actual light sources around an object. While global aligned shadows may not distract that much, incoherent normal maps can make things look terribly wrong and weirdly unrealistic.
...and before even thinking about normal maps, we need higher resolution textures anyway. It is about impossible to create normal maps, that do serve their purpose on the current resolution.
The cube engine's lights are cylindrical and of theoretically infinite height. Therefore they lack the height parameter, which is needed to calculate a proper normal map.
However, even without that world light feature you're pointing at, or maybe just some dummy-entity that holds the required values (zero userfriendly-ness), we could already make use of the shadow orientation value. This is already there and can be configured per map. But, it is a global effect and has no relation to the actual light sources around an object. While global aligned shadows may not distract that much, incoherent normal maps can make things look terribly wrong and weirdly unrealistic.
...and before even thinking about normal maps, we need higher resolution textures anyway. It is about impossible to create normal maps, that do serve their purpose on the current resolution.