Hi,
I have a weird lighting problem. I have made a simple map with only 2 light sources: the sky and a torch. My _minlight is set to 25 and _color is set to 1 1 1. I am using the latest q3map2 with the following light settings:
-light -fast -samples 2 -samplesize 8 -bounce 16
My sky shader is:
textures/dg_egypt/egyptsky
{
qer_editorimage textures/dg_egypt/env/egypt_sky_up.jpg
q3map_sunExt 1 1 1 400 -190 45 3 32
q3map_lightmapFilterRadius 0 8
q3map_skyLight 160 6
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
skyparms textures/dg_egypt/env/egypt_sky - -
nopicmip
}
and the torch shader is
textures/sfx/xflame2_5000
{
//----(SA) added "lick"
deformVertexes wave 194 sin 0 2 0 .5
deformVertexes wave 30 sin 0 1 0 .9
deformVertexes wave 194 sin 0 1 0 .6
//----(SA) end
nofog // fogs properly
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm nodlight
cull none
q3map_lightimage textures/sfx/flame_COLOR.tga
q3map_surfacelight 5000
qer_editorimage textures/sfx/flame1.tga
{
animMap 8 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave sawtooth 0 1 0 8
}
{
animMap 8 textures/sfx/flame8.tga textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave inverseSawtooth 0 1 0 8
}
{
map textures/sfx/flameball.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave sin .6 .2 0 .6
// rgbGen identity
}
}
And I get this on compile:

Where does that light come from? It is only on that wall and not on the adjacent wall. Help?

