Ok, it’s starting to look a lot better. What you see in the following screens is:
q3map_sunExt 241 190 165 120 270 14 3 16
q3map_skyLight 45 4
But, there are still issues. I’m using Q3map2 2.5.11 with the following commands for light from Q3mapToolz:
“C:\Program Files\GtkRadiant-1.4\q3map2.exe” -light -fast -patchshadows -bounce 8 -super 2
This screenshot shows jaggedness on the terrain. Here is a sample of the terrain shader:
textures/ww_mg3/terrain_3
{
q3map_nonplanar
q3map_shadeangle 180
q3map_lightmapsamplesize 24
q3map_lightmapsampleoffset 4
q3map_lightmapaxis z
//q3map_texturesize 512 512
q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
{
map textures/ww_machogrande/kb_redrock2.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
textures/ww_mg3/terrain_0to1
{
q3map_nonplanar
q3map_shadeangle 180
q3map_lightmapsamplesize 24
q3map_lightmapsampleoffset 4
q3map_lightmapaxis z
//q3map_texturesize 512 512
q3map_tcGen ivector ( 384 0 0 ) ( 0 384 0 )
{
map textures/ww_machogrande/kb_redrock.jpg
}
{
map textures/ww_machogrande/ma_redground.jpg
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}

The next screenshot shows how the shadows for the plants are bigger than the plants themselves. It makes it look sort of cartoonish. Here is a plant shader:
textures/ww_machogrande/models/reeds02
{
qer_editorimage textures/ww_machogrande/models/reeds02.tga
q3map_cloneShader textures/ww_machogrande/models/reeds02_back
q3map_forcemeta
q3map_lightmapsamplesize 20
q3map_lightmapGamma 1
surfaceparm alphashadow
surfaceparm nomarks
//cull none
{
map textures/ww_machogrande/models/reeds02.tga
rgbgen identity
alphaFunc GE128
}
{
map $lightmap
blendFunc filter
rgbgen identity
alphaFunc GE128
}
}

This one shows how my river looks milky in the dark areas of the map.

Looking at the shader, I guess it’s not being lightmapped? Can, or should it be?
///WATER from Pazur's custom RTCW map mp_natterbase
textures/ww_machogrande/mg_river
{
allowCompress
qer_editorimage textures/ww_machogrande/fluss_seq.tga
//qer_trans .5
q3map_globaltexture
//deformVertexes wave 128 sin 0 1 0 .3
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nolightmap
//cull disable
sort 8
surfaceparm nomarks
{
map textures/ww_machogrande/water_fluss.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
tcmod scale .5 .5
tcmod scroll -.24 .00
tcmod turb .01 .05 0 .125
}
{
animMap 6 textures/ww_machogrande/fluss_seq.tga textures/ww_machogrande/fluss_seq1.tga textures/ww_machogrande/fluss_seq2.tga textures/ww_machogrande/fluss_seq3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
tcmod scroll -.07 .00
tcmod turb .01 .035 0 .25
tcmod stretch sin 1 .005 0 .06
tcmod scroll -.05 .00
}
}
Sorry for all the questions. Maybe I’m lazy, as I immediately go directly to the source! 