Hey all. I’m having a couple of troubles here… First of all, I’m trying to get the lighting right in my maps. But I’ve found a problem on one of my beta computer systems that I can’t alleviate.

P4-1.8, GeForce4 Ti4600, Win2000

P3-700, GeForce3 Ti500, Win98
Why am I getting that seam between brushes in the bottom shot? I don’t get it in the top shot, so I have no idea why the same map on two different systems looks so different.
Also, …

Missing triangle in yellow
I colored the missing poly in yellow. I can get it to reappear if I drag the entire map a little at a time in Radiant… but then a triangle may disappear elsewhere in this map. Or I’ll get a ‘sparkly’ seam. Why is that, and what can I do to get rid of this problem?
I’ve ran all plugins and found no problems, and during the mapping process I made sure to use ‘ctrl’ + ‘G’ to take care to snap all brush vertices to the grid. The terrain is made up of triangle-shaped brushes cut in the same manner as GenSurf. Then I’ve moved the vertices up and down to get the shape of the terrain right. (Try to imagine cutting a triangle-shaped piece of cake and you’ll know what the brushes I’m using look like.) There’s no meshes in this map, since I can’t get the hard angles and edges I need to make the map look right.
Oh, and the grass shader I used in all of the above shots is here…
textures/m_mtn01/mgrass_vertex
{
qer_editorimage textures/m_mtn01/mgrass_256.tga
surfaceparm GRASSSTEPS
q3map_bounce 0.25
q3map_shadeangle 180
q3map_splotchfix
q3map_nonplanar
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
{
map textures/m_mtn01/mgrass_256.tga
blendFunc GL_ONE GL_ZERO
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Hope you can help me 'cause my head’s getting sore from banging it against the monitor.
Thanks!



I’m currently mapping it for Startrek Voyager Elite Force but I’ll probably end up porting it to Quake 3, too.