How does the compiler handle multiple lightgrid textured brushes? Can you have 2 of them right up against each other and not cause problems? Or, does each area have to be a single brush? I’ll test it if I have time, and post the results.
use of lightgrid textured brushes
I’m pretty sure you can have as many lightgrid brushes as you want, and Q3Map2 will only calculate the lightgrid within the space defined by that volume.
It shouldn’t do, I had a light shining on a floor and it was drawn onto the next room’s floor aswell, the floors weren’t joined, they even had a space between them with a vertical wall separating the two brushes and the light was still drawn across both. However, this was because the two floors were in the same plane, to cure it I had to off-set one of the planes. If the seam is between two non-planar brushes you could use the “q3map_nonplanar” and " q3map_shadeangle 60" lines in the shader, however i’m not totally sure that they would work for this.
Well, the lightgrid is an entirely different animal, but thanks for the info. 
Oh, sorry. Where can I read up on all these concepts? The LDR and Shader Manual are great, but it would be good to get my teeth into the principal concepts of lightmaps, lightgrids, … other stuff.
I’m not sure that I’ve read anything that comprehensive on the topic of lighting. I’m not saying the literature doesn’t exist. I can tell you where I learned what I know. A mentor (in my case Hewster), taught me quite a bit about mapping. That’s the good thing about working on a mod, you have a “goto guy” to work with, rather than just studying source maps (not implying anything about SD, because I don’t really know how much support there is for ET, as I’ve yet to map for it!
) Also, finding a good forum to ask questions. I learned a hell of a lot over at www.TramDesign.net, but I don’t think their ET forum has taken off. Of course we’re posting in a really good one. But what it really comes down to, is having a specific problem to solve. My first map, for example, I had problems with players being too dark (which I realized only from feedback). I tried increasing the sunlight, but to no avail. So, I was forced to learn a bit about the lightgrid and the use of lightjuniors (although I found out it was space below my terrain which messed up the grid, and ended up deleting the lightjuniors I put in). I then learned the command /cg_thirdperson 1 to see how the player was being lit, rather than just looking at arms and a gun. I learned about VIS because my first map performed poorly (and some may argue it still does
). So having a real problem to solve, rather than just setting out to learn concepts, helped me focus.
Wow! I just checked out the ET Level Designer’s Reference, and from a glance it is real comprehensive. Very nice work.
AFAIK, the lightgrid is only defined as an axis aligned rectangle. So while you could use multiple brushes, it is probably clearer to just use one large one.
Thanks reyalP, but the thing is, I’m using a 64x64x64 grid in my current work in progress. So just a little bit of trimming could probably save a MB or 2 in BSP size. I’ll try clipping the useless corners off of it, and let you know if it saves BSP size.