Yesterday i built some stuff, then just testmap it.
i have ca. 90 detail brushes in one big caulkhullbox.
because i had no sky ready for this, i chose to use a light ent with _sun 1 key (pointed at info_null), but this doesnt seem to work. although q3map_2.5.6 lists the sun ent before light compile starts, it doest seem to do anything. Map’s still dark like the back of an male cow in a dark night.
light ent/ info_null look like this:
// entity 2
{
"target" "t1"
"classname" "light"
"origin" "24 -192 208"
"light" "150"
"_sun" "1"
}
// entity 3
{
"classname" "info_null"
"origin" "24 -8 8"
"targetname" "t1"
}
I then built a small testmap with just one single textured face and a caulkhull. Still no lighting.
log:
--- SetupGrid ---
Grid size = { 64, 64, 128 }
440 grid points
0 point lights
0 spotlights
0 diffuse (area) lights
1 sun/sky lights
1 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
11 x 10 x 4 = 440 grid
--- MapRawLightmap ---
0... (0)
500 luxels
500 luxels mapped
0 luxels occluded
1 total lights
0 culled lights
--- IlluminateRawLightmap ---
0... (0)
0 luxels illuminated
--- IlluminateVertexes ---
0... (0)
4 vertexes illuminated
--- StoreSurfaceLightmaps ---
500 luxels used
32768 luxels stored (1.53 percent efficiency)
0 identical surface lightmaps, using 0 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
2 BSP lightmaps
2 total lightmaps
1 unique lightmap/shader combinations
Writing E:/Quake3/baseq3/maps/test__sun1.bsp
--- Radiosity (bounce 1 of 999) ---
0... (0)
1 diffuse surfaces
No diffuse light to calculate, ending radiosity.
i also tried info_notnull/target_position.
any ideas? it might be me, missing some obvious points…
search brought up nothing but a single vague clue bout the problem, sounded like the order you select the lights/targets in in gtk DOES matter (nosense imho :)).

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