I have a Problem with lights and Q3map2 2.5.2. Some of the lights will not be calculated. Also i have a Problem, when i stay in place, where Area-Potal is enabled, i can see through other doors. See the screenshots.
Make sure the shader being used by the flare has the following:
surfaceparm trans
deformVertexes autosprite
As well as the shader it belongs in being listed in shaderlist.txt.
As for hint/skip, either shader will do. The important thing is to use a translucent but structural shader so a BSP split is forced at the areaportal face, generating a vis portal that can be tagged āareaportal.ā
⦠and IT IS listed in the āshaderlist.txtā, iām not a NOOB. it could not be the couse of this problem. And with the older Version of q3map2 it works properly. So i think, it is a bug in the new version.
About the Hint-Portals⦠why did it works right in the older version ? I have not done any changes to the map file ?
I can compile the map with 2.3.32 without bugs, but NOT with 2.5.2 !
Before something can be classified as a bug, warranting my attention, I have to rule out the possibility of user error. Everyone makes errors sometimes, including you. Nobody suggested you were a newbie, so have a little patience.
Anyways, try removing the autosprites and recompile. If the shadows disappear, thatās where the problem liesāand may, in fact be a bug.
Could you try deleting the clip brushes around the lamps and recompiling, and then try deleting the lamp models themselves and see if it still happens?
⦠but the original Map works fine with q3map2 3.2.x and with sof2map. Only with the new version, there are these light-problems ā¦
P.S. I have installed the new Version of GTKradiant and it does not work.
when I start the editor, a Commad-box apears, with following error:
invalid cast from (NULL) pointer to `GtkWidgetā
I was being sarcastic, poking fun at Darthās flawed logic.
The absence of or distance from the models solves the problem, so therefore the problem is related to the models. Not the position of the lights. Is that clearer?
Hey!, it may be my bad english, but i didnāt never say, that the cause of the problem lies in the light absolute position. What i said was, that i have to correct all the lights above this damn lamps ā¦
soā¦, what is about my logic ?
What i wanted also to say was, that you have changed something to the properites of the light-entity. Like size, position-calculation or radius. Because, the same position-combination between Lamp-Model + Light ,works fine with all older versions of q3map2 and sof2map.
So, i donāt think it was really MY faultā¦