I thought I’d better continue this in a separate thread, as the last once
was getting a little mixed up…
My last post in the original thread is here:
http://www.splashdamage.com/forums/viewtopic.php?p=36147#36147
ok, reducing the sun intensity to 120 got rid of the odd colour
artifacts from the radiosity 

However if I’m picky, I still find I’m getting un-realistic shadows when
I have 2 walls close to each other…
This pic shows such an area… this first pic is with no q3map_skylight,
or radiosity:

This next image shows the same area, with just radiosity (8 bounces):

NOTE: this shot comes from a compile where the sun intensity was 320.
This is how the area looks with my most recent compile, with a sun
intensity of 120, q3map_skylight 20 5 and a 10 bounce radiosity
(only 40 lights left at end of compile):

It looks a lot better with the reduced sun intensity, and I can live with
how it is now, but I do feel its just not quite right.
FYI, here are the shaders used in the above pics:
The sky shader:
textures/ww_town/sky/midday
{
qer_editorimage textures/ww_town/sky/midday_up.tga
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_sun 1.0 1.0 0.9 120 240 45
q3map_skyLight 20 5
skyparms textures/ww_town/sky/midday - -
}
The wood shaders are all like this:
textures/ww_town/wood/kb_wood01
{
qer_editorimage textures/ww_town/wood/kb_wood01.tga
surfaceparm woodsteps
q3map_lightmapsamplesize 18
q3map_lightmapGamma 4
{
map $lightmap
rgbGen identity
}
{
map textures/ww_town/wood/kb_wood01.tga
blendFunc filter
rgbGen identity
}
}
and the terrain is thus:
textures/ww_town/terrain_1
{
q3map_lightmapsamplesize 32
q3map_lightmapaxis z
q3map_texturesize 512 512
q3map_tcGen ivector ( 150 0 0 ) ( 0 150 0 )
q3map_lightmapGamma 4
q3map_bounce 1.0
q3map_nonplanar
q3map_shadeAngle 120
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground02.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
Can’t wait to play with the new jittery lights 
Hewster
