Boothand Posted October 10, 2013 Posted October 10, 2013 I've been trying to create a corridor where I want the lighting to be completely even. I've tried to do this by using light-emitting shaders, such as this: textures/Bootland/bricks2_emit { qer_editorimage textures/Bootland/bricks2.tga q3map_lightimage textures/Bootland/bricks2.tga q3map_surfaceLight 30 { map $lightmap rgbGen identity } { map textures/Bootland/bricks2 blendFunc filter rgbGen identity } } It does, however, not become even. Some areas of the wall are dark, some have round bright spots, as if a light was placed randomly around. https://dl.dropboxusercontent.com/u/58757568/surfacelight4.jpg Does anyone know a way to fix this?
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