Moderators: Joe Kari, Pardner, TheDoctor, Breli
Joe Kari wrote:@ ReD:
To fix it, simply open your entity menu for the door, and add a key "_cs" (for Cast Shadow) and set it to '1'.
Joe Kari wrote:You should use something like q3map_mergeable (I don't remember how it is spelled, q3map_mergeable or q3map_lightmap_mergeable).
Joe Kari wrote:If it still doesn't work, you should disable mipmapping for the lightmap stage.
torhu wrote:I did a search inside q3map3.exe and found the string q3map_lightmapMergable. Try that.
-export
* Exports internal lightmaps from a compiled .bsp to external .tga images. This switch is solitary, and allows for only the path to a compiled bsp (not .map, it should be noted) afterward.
-import
* Imports external .tga lightmaps back into a compiled .bsp. Imported lightmaps will only work on the unmodified BSP they were exported from. This switch is solitary, and allows for only the path to a compiled bsp (not .map, it should be noted) afterward.
ReD NeCKersoN wrote:Btw, applying the high res method to the cliff walls also yields some nice (but not perfect) results.