Hello everyone
This is my first post on the splash damage forum, Thought I could open up with an unpleasent texture surface lighting problem my map is experiencing. I frequently stop by these boards; somtimes just to browse, mostley though, to catch onto the wisdom from the ever resonating orb of intelligence which seems to exsist here.
Im wondering what I might do to correct this sort of lighting issue, without having to resort to building a mesh brush and spaning it across the map. I don’t even know what to call it let alone fix it, becaus it also happens often with vanilla q3 light shaders.
Im using q3map2 ver 2.5.16, without many light variables turned on, just normal test compiles. The compiler is beyond extensive, Its transtensive…I want to learn what I can before all the info gets parsed…The game is a modded q3.

The tile in the picture is applied to a planar face of 1 detail brush, is all its doing. Here is the shader script.
textures/adronix_textures1/dx_sv_basetrim_3blue
{
q3map_surfacelight 1000
q3map_vlight
{
map textures/donx_textures1/dx_sv_basetrim_3blue.tga
rgbGen identity
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
}
I dont know whether I was dreaming when I happened to read a quick notation about this exact problem in another post, which has failed to be found with several attempts…Thank you for any advise concerning this.
Mucho Gracious
*edit - I love it when I leave out full sentences.