q3map2 bumpmaps are giving me a headache. This is supposed to be a brick wall test, made by combining a dark, gritty “material” texture with a bumpmap that suggests bricks. A light entity hovers invisibly nearby. As you can see, it looks like someone painted on black brick lines instead:

The texture (converted to gif):
The bumpmap (likewise):
The shader:
textures/twq3tourney5/black1_brick64
{
qer_editorimage textures/twq3tourney5/edit/black1_brick64ed.tga
q3map_normalimage textures/twq3tourney5/resources/bump_brick128.tga
{
map textures/twq3tourney5/resources/black1s.tga
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
}
}
As I understand it the dark areas should actually act like they are sunken and be lit as if they were. What seems to be happening instead is to simply treat the normalimage as an additional blendfunc filter stage. 
In case it’s significant, the whole test map has _lightmapscale 0.125 in worldspawn, so the lightmap resolution shouldn’t be too low.





