For the past few months, I’ve been working on a single player level that takes place on Nar Shaddaa. I’ve recently run into a problem - JO tells me I’ve exceeded the maximum number of shaders. Normally, I would split the level so as to avoid this, but I’m at a point now where I can’t, because the design of the level will not allow it:

Standing at any point in this portion of the level, you should be able to see fairly far off. Splitting it isn’t feasible.



Without going into too much detail, I need a way around the max_shader limit. Any ideas? I’m using the latest q3map2.
(edit: I should point out that the level is already split into two seperate maps. Taking shaders out of, say, the second shot won’t have any effect on the first, in the area where I need to get around the shader limit. Just removing shaders is a temporary solution, at best.)
Now, to figure out vertex lighting…