Im having a problem with q3map2 dealing with duplicate brush numbers. I have a map that has been converted from quake3 and im modding it retexturing it for ET ctf, But i keep running into problems where if 2 brushes have the same brush number at BSP time only the second one gets bsp’ed whereas the first one draws as if it were a clip brush…invisible but still there. at this point i have over 5000 brushes im not going to renumber them all and everytime i add new brushes another one dissapears…any suggestions?
Also i have areas where 2 patches meet but they have similar textures. but since lightmaps are filtered seperately there is a noticeable seam…is there any solution to this short of turning off filtering?
-SenDep7