How would you go about fixing this ? …there are light entities on both sides of the black.

I have tried more lights , I was going to revamp the shader for the sky, but all of the building seen is structural. (sky : sd_goldrush)
-light but some spots go black....
the wall seems to be vertex lit instead of lightmapped… can you post the shader used for the wall?
No shader bud, sorry. Just a texture. oh, and it is one brush. I am going to go and search inside the wall again.
strange… then it should be lightmapped…
btw: even when it is one brush magic q3map2 might split the face into many triangles to prevent t-vertices… but I guess you already know that… a picture with r_showtris 1 (or r_showtris 2) might be interesting
that shot confirms my first assumption… the wall definitely is vertex lit… strange thing as it shouldn’t be :-/ just to be sure you can have a look at the lightmap with r_lightmap 1… I guess you will see a white surface or correct shading, but not these strange shadows…
are you sure that none of the existing shader files in your scripts directory contains a shader with the same name as your texture? maybe there is one hidden inside a custom pk3? my first suggestion would be to rename the wall texture and try again… if it is not working try to write a shader for the texture a la:
texturename
{
implicitMap -
}
however, the second approach is quite stupid because AFAIK this is done automatically for every texture without a shader
have you tried using ambient light?
a seeting of 5 usually dose the buisness
No errors come up, but I am going away for the weekend, I will try what cooperhawkes suggested.
Oxygen, if I forgot to add ambient light to the map I will laugh my ass off. I’ll let you know on Monday.
Sorry to tell you this, but it will be a week or so until I get to do anything to that map, but as soon as I do- I will let you know. Thanks

