- Func_Rotating. I have an area in my RA3 map (ra3map14) that is constantly visible (if you use r_showtris) throughout the entire map. Through several floors, walls, etc.
I’ve tried compiling using the default Q3Map that’s in GTKRadiant. I’ve tried compiling using the Q3Map2 that’s installed in GTKRadiant. I’ve downloaded the latest Q3Map2 and compiled outside of Radiant.
I’m not doing a -fast or anything like it. In fact i’ve been TRYING to do a final compile (more on that later).
Is this a bug? Is there a way to disable this? Help please. I have testers waiting on me, and the next patch to RA3 will include this revised version of RA3Map14.
- Vertex Lighting. Q3Map2 is amazing at how fast it accomplishes excellent lighting compared to Q3Map. Q3Map however blows Q3Map2 out of the water when it comes to vertex lighting. In Q3Map2, brush faces end up with inexplicable “shadows” in impossible places. It’s darker than the the q3map vertex lighting as well.
Are there any specific remedies I can try to improve the vertex lighting in Q3Map2? I’m not looking forward to a 2 day compile using Q3map - but I may have to if I can’t resolve the poor vertex lighting of q3map2.
- Final Compiles. I’ve searched Google, I’ve read the manual, looked at the FAQ, searched MB’s (here and at Quake3World) and can find no examples of a “uber” compile or final compile command line.
There are several provided “examples” in Q3Map2GUI, and Q3MapToolz, however, I have no way of knowing if any of these are the “final” compile example i’m looking for. Reading the manual, and other resources have helped “somewhat” with my attempt at this, but there are several switches that may indicate that they be included in a final compile. Yet when I try to research the switches, it’s either techno speak, which leaves me more confused than before - or they are notated something like “need to explaing this one more”, etc.
Time really isn’t an issue, if I know that what I’m doing is gonna be the best q3map2 can do, I’m just looking for the best framerates and most realistic and even lighting possible.
Any help would be greatly appreciated.

Codey