Maybe I’m doing something silly, or maybe something else, but I can’t seem to get lightmapFilterRadius working with ordinary surfacelights.
Part of the shader:
textures/obsidian_purity/light
{
q3map_backSplash 0 8
q3map_lightmapFilterRadius 0 8
q3map_lightRGB 1 1 1
q3map_lightSubdivide 64
q3map_surfaceLight 3000
surfaceparm nomarks
{
... texture stages
}
}

