Hi,
I’m re-compiling our wildwest_hacienda map for our 1.5 update,
using some of the latest features of q3map2 
and fixing a few bugs at the same time…
In this pic:

How can I avoid this effect ?
I want to blend the patches lightmaps with the surrounding brushes…
If these were all brushes I could create a func_group, but it seems this is
not possible with patches ?
This effect only happens in certain darker areas of the map, its interesting
that the larger arch lower down looks ok 
Here is the shader that is applied to the patches and the surrounding
brush work:
textures/ww_hacienda/plastered_wall
{
qer_editorimage textures/ww_hacienda/plastered_wall.tga
surfaceparm gravelsteps
q3map_forcemeta
q3map_lightmapsamplesize 16
q3map_lightmapGamma 1
q3map_bounce 1
{
map $lightmap
rgbGen identity
}
{
map textures/ww_hacienda/plastered_wall.tga
blendFunc filter
rgbGen identity
}
}
and the sky shader:
textures/ww_hacienda/sky/midday
{
qer_editorimage textures/ww_hacienda/sky/midday_up.tga
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sunExt 1.0 0.95 0.75 150 240 50 2 16
q3map_lightmapFilterRadius 0 64
q3map_skyLight 80 5
skyparms textures/ww_hacienda/sky/midday - -
{
depthWrite
}
}
I compiled the map using q3map2.5.10 with the following switches:
light -bounce 10 -fast -samples 3 -thresh 0.4
Any suggestions are welcome 
Cheers,
Hewster


hehe
:eek3: