The blocker brushes are entirely covered with the “light_boundary” texure, do you think they shouldn’t be?
I think they should be.
thanx for posting the pics, and that is how I would of placed the blockers, but I`m puzzeled as to why the blockers were causing the inside faces of your building to become nodraw… does anyone else here have a theory on that?
qer_editorimage textures/_ratty_terrain/nodraw.tga
refers to the image you created for the editor right?
yep 
and… your first line:
textures/_ratty_terrain/light_block
refers to what?
thats the actual name of the shader, which is why it doesnt have an extension like .tga or .jpg
I have that pointing to the image that the editor uses again… does that make much of a difference?
well if the name of the shader is different, from the name of the image used in the first map stage, then we can use a qer_editorimage with a path to a different named editor image, but if they are the same then it should work fine as you had it …also the 2nd map stages onwards can have different names to the shader name.
if ever your writing a custom shader and its effects dont show up in game, its possible that youve used a plain tex on your brushes instead of your intended shader, which is why I tend to use qer_editorimages to avoid using wrong tex in radaint.
that could probably of been worded better, hope it makes sense, but if not, someone else here will probably explain it better.
Excuse me for being completely stupid with this , I haven’t had much time to look at shaders and their commands yet, mainly because I don’t know how you guys know what the commands are, or how you find out about them
np, and check the shader manual link in my sig, that`s the most up to date version outside the q3map2 forum, which is harder to use as a quick ref, unless you use the forum search for a shader command your interested in.
As usual, y’s post is very enlightening
agreed, and that was a good way of explaining the problem, ydnar 




