@obsidian, can you post any dedicated light blocking shaders you use, because the one codey and I are using is not nodraw, hence the image stage, and in my tests normal nodraw shaders like caulk don`t block sun light as well.
heres some pics from the ja version of the sample map Im soon going to be releasing.
pic 1 shows the highlighted light blocking brushes in radiant.
this is not the whole map, just a region of it, also caulk is filtered, and I removed the qer trans from the shader so it`s easier to see with my radiant colors and editor images.
pic 2 was taken in game with r_showtris, it shows there are tris from the light blocking brushes, despite their image stage being invisible.
pic 3 is the effect of the light blocking.
the cave is ment to be dark, but some of you guys might not be able to see much of it, depending on your gamma, brightness settings.
note the sun light in the top left of the pic is ment to be there as it`s the cave entrance, and the right side is an unfinished tunnel section, which light would normally leak into in the non regioned map, despite the caves being under ground with caulked visible brushes above ground… iow the light blocking is definitely working in this case.
btw, here is another way of writing this type of shader, but the results are the same as the one codey and I have been using.
textures/_ratty_terrain/light_block
{
qer_editorimage textures/_ratty_terrain/nodraw.tga
q3map_nolightmap
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm noimpact
{
map $whiteimage
rgbgen const ( 0 0 0 )
blendfunc add
}
}
pic 4 is with the light blocking brushes painted entirely with caulk, which in these tests produced the same leaks as using no light blocking brushes at all.
even with darker gamma settings, hopefully everyone here will be able to see the leaks on the right side tunnel.
most of the shaders shown here are lightmapped dp2 with some alpha volume blending.
in the middle of the pic is where I used some vertex lit, polygon offset ‘decal’ shaders to cover seams between say x and y axis orientated shaders, here the vertex lit ones are being affected by the light leaks… as opposed to in the previous pic where their vertex brightness is almost identical to the light map brightness underneath them.
I hope that makes sense?