Hi, I have a big problem with the lighting on my map and hope that somebody can explain me what is wrong here. Take a look at these Screenshots:






(compiled with vis, light, fast, filter, samples, bounce 8, patchshadows). The lights are nonlinear with 250 value.
It seems to be that the patches I used are lighted/shadowed competely different than my brushes and I don’t know why. The screenshots above are locations, where a brush meets a patch. I noticed that in my Radiant if i turn off OpenGL Lighting I can see a gamma difference between the patches and the brushes, take a look at this:

On the left hand there is a patch group, right beside a brush group and upper left again a patch group. The brush group is more lit than the patch group, why? The textures are used on patches and brushes, too. Even changing them or changing to a different sky shader it makes no difference. The Map is 12288x12288 with a gridsize of 256 256 512 (didn’t touch this, came from easygen).
I tried every single compile option from radiant, updated q3map2 to 2.5.16 but nothing helped. The only “workaround” that seem to work is to turn all brushes into patches, ex. a square cylinder, but this makes no sense to me 
What did I do wrong?
Here is a better shot from radiant to show the problem:

it is still calculating the lightmap 




Yesterday I noticed that hanging the lights closer to the surface, to brighten up the patch/brush neighbours, the strange shadows disappear, but the area is very lit then. Oh and rendering with “-super 2” without patchshadows looks better. It seems to be a problem with the half-shadows (the outer radius of the light), the core light radius close to the surface works. I will rearrange my lights to see if it solves the problem, not quite a solution but a workaround I could live with :moo: