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Problem with light-emitting shaders

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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:


	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.




Does anyone know a way to fix this?

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