My map has the _celshader key applied to the worldspawn entity so the cel.shader applies to all textures in my map. If I texture a surface with a shader it doesn’t seem to have a lightmap, is this correct behaviour and if so is there a workaround so that shaders will have a lightmap despite the fact that they are cel shaded?
my shader
textures/tart_cel/blue
{
q3map_nonplaner
q3map_shadeangle 60
qer_editorimage textures/tart_cel/blue.tga
{
map $lightmap
rgbGen identity
}
{
map textures/tart_cel/blue.tga
blendFunc filter
}
}
any surface with the above shader has no lightmap
I’ve also tested with some stock Q3 shaders and they have the same behaviour

