Hey guys, been having problems with the best way I can get nice soft shadows cast properly onto a map that contains mainly of ASE models. The blue grass for instance is a seperate ASE model to the cliff faces for example, so I can have 2 different textures for the structure. I also have another sepearte ASE model for the bottom base of the cliffs for the grass-to-cliff texture transition.When I compile the map with some light tests, there are shadow ‘seams’ between each ASE model. I’d like to know if theres a way I can have shadows blend nicley from one ASE model to the other. I know about the merge tris command but that dosn’t seem to make any difference to tell the engine on how to make lightmaps? :???: Also, the shadows only appear when I turn on /r_overbrightbits to 1 in the console, which IMO wrecks the gamma. I prefer to use r_overbrightbits 0.
Any help is appreicated 


phong shading I belive its called.